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.

Difference between revisions of "40d:Tile attributes"

From Dwarf Fortress Wiki
Jump to navigation Jump to search
m (fixed links)
(Fixing links within namespace (892/997))
Line 6: Line 6:
 
# {{DFtext|Inside |#808000}}{{DFtext|.|#000}}{{DFtext|Dark |#808080}}{{DFtext|. |#000}}{{DFtext|Subterranean|#808080}}
 
# {{DFtext|Inside |#808000}}{{DFtext|.|#000}}{{DFtext|Dark |#808080}}{{DFtext|. |#000}}{{DFtext|Subterranean|#808080}}
  
The entire [[40d:Location|fortress site]] starts out as {{DFtext|Inside |#808000}}{{DFtext|Dark |#808080}}{{DFtext|Subterranean|#808080}}. After that, a ray for {{DFtext|Outside|#0ff}} and a ray for {{DFtext|Light|#ff0}}{{DFtext|Above Ground|#0f0}} falls straight down from the highest [[40d:z-level|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.
+
The entire {{L|Location|fortress site}} starts out as {{DFtext|Inside |#808000}}{{DFtext|Dark |#808080}}{{DFtext|Subterranean|#808080}}. After that, a ray for {{DFtext|Outside|#0ff}} and a ray for {{DFtext|Light|#ff0}}{{DFtext|Above Ground|#0f0}} falls straight down from the highest {{L|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 affects tiles which are ''Outside''. Almost any kind of geometry will block the ''Outside'' ray including natural and constructed [[40d:wall|walls]], [[40d:floor|floors]], [[40d:stair|stairs]], and [[40d:fortification|fortifications]], and open and closed [[40d:bridge|bridges]], [[40d:grate|floor grates]], [[40d:bars|floor bars]], and [[40d:hatch|hatches]]. 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 affects tiles which are ''Outside''. Almost any kind of geometry will block the ''Outside'' ray including natural and constructed {{L|wall|walls}}, {{L|floor|floors}}, {{L|stair|stairs}}, and {{L|fortification|fortifications}}, and open and closed {{L|bridge|bridges}}, {{L|grate|floor grates}}, {{L|bars|floor bars}}, and {{L|hatch|hatches}}. A tile which is ''Outside'' will always be ''Light Above Ground'', but an ''Inside'' tile may be either ''Light Above Ground'' or ''Dark Subterranean''.
  
 
== Light Above Ground vs Dark Subterranean ==
 
== Light Above Ground vs Dark Subterranean ==
  
[[40d:Plant|Plants]] such as [[40d:grass|grass]], [[40d:tree|trees]] and [[40d:shrub|shrubs]] will grow on [[40d:soil|sand or dirt]] where it is ''Light Above Ground''. This attribute also helps determine which types of [[40d:crop|crops]] can be planted on [[40d:farm plot|farm plots]] 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 [[40d:cave adaptation|cave adaptation]]. When the "Soldiers Can Go Outdoors" or "Dwarves Stay Indoors" {{K|o}}rders are in effect, civilian or all [[40d:dwarf|dwarves]] (respectively) will cancel their current job if they find themselves in an ''Light Above Ground'' area. Very few types of geometry block the ''Light Above Ground'' ray: only [[40d:cliff|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 the evil, everlasting light that bathes the world, there is currently{{v|0.28.181.40d}} no way to make a tile dark again.
+
{{L|Plant|Plants}} such as {{L|grass}}, {{L|tree|trees}} and {{L|shrub|shrubs}} will grow on {{L|soil|sand or dirt}} where it is ''Light Above Ground''. This attribute also helps determine which types of {{L|crop|crops}} can be planted on {{L|farm plot|farm plots}} 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 {{L|cave adaptation}}. When the "Soldiers Can Go Outdoors" or "Dwarves Stay Indoors" {{K|o}}rders are in effect, civilian or all {{L|dwarf|dwarves}} (respectively) will cancel their current job if they find themselves in an ''Light Above Ground'' area. Very few types of geometry block the ''Light Above Ground'' ray: only {{L|cliff|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 the evil, everlasting light that bathes the world, there is currently{{v|0.28.181.40d}} no way to make a tile dark again.
  
 
Additionally, Above Ground tiles within 5 tiles of the edge of the map will not allow certain buildings or constructions to be placed. It is, however, possible to build them in an underground area and subsequently channel out the roof.
 
Additionally, Above Ground tiles within 5 tiles of the edge of the map will not allow certain buildings or constructions to be placed. It is, however, possible to build them in an underground area and subsequently channel out the roof.
Line 22: Line 22:
 
* On a hot+ map, plants which have a constructed roof above them will stay green, and water which has a constructed roof above it will not evaporate.
 
* On a hot+ map, plants which have a constructed roof above them will stay green, and water which has a constructed roof above it will not evaporate.
 
* Make sure all key fortress areas are ''Dark Subterranean'' if you wish to use the "Dwarves stay indoors" order.
 
* Make sure all key fortress areas are ''Dark Subterranean'' if you wish to use the "Dwarves stay indoors" order.
* To help dwarves avoid cave adaptation, use ''Outside Light Above Ground'' in high traffic areas, such as a [[40d:meeting hall|meeting hall]]. Also, if you use a planned [[40d:bedroom design|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 [[40d:room|rooms]] to sleep.
+
* To help dwarves avoid cave adaptation, use ''Outside Light Above Ground'' in high traffic areas, such as a {{L|meeting hall}}. Also, if you use a planned {{L|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 {{L|room|rooms}} to sleep.
* Although [[40d:obsidian|obsidian]] made from [[40d:magma|magma]] (and nigh-floating in the sky, perhaps) will not make tiles ''Dark Subterranean'', it will prevent tiles below it from becoming ''Outside Light Above Ground''. If you build [[40d:bridge|bridges]] over it, it, and all the once-sky tiles below it, will stay ''Inside''.
+
* Although {{L|obsidian}} made from {{L|magma}} (and nigh-floating in the sky, perhaps) will not make tiles ''Dark Subterranean'', it will prevent tiles below it from becoming ''Outside Light Above Ground''. If you build {{L|bridge|bridges}} over it, it, and all the once-sky tiles below it, will stay ''Inside''.
  
 
== See also ==
 
== See also ==
*[[40d:Revealed tile|Revealed tile]]
+
*{{L|Revealed tile}}
  
 
[[Category:Map tiles]]
 
[[Category:Map tiles]]

Revision as of 16:54, 12 April 2010

This article is about an older version of DF.

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 menu, when the cursor is located over any single tile. Currently, only the three following combinations are possible:

  1. Outside Light .Above Ground
  2. Inside .Light .Above Ground
  3. Inside .Dark . Subterranean

The entire Template:L starts out as Inside Dark Subterranean. After that, a ray for Outside and a ray for LightAbove Ground falls straight down from the highest Template:L 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

This attribute is determined by whether there is a roof of some kind over a tile. Weather only affects tiles which are Outside. Almost any kind of geometry will block the Outside ray including natural and constructed Template:L, Template:L, Template:L, and Template:L, and open and closed Template:L, Template:L, Template:L, and Template:L. A tile which is Outside will always be Light Above Ground, but an Inside tile may be either Light Above Ground or Dark Subterranean.

Light Above Ground vs Dark Subterranean

Template:L such as Template:L, Template:L and Template:L will grow on Template:L where it is Light Above Ground. This attribute also helps determine which types of Template:L can be planted on Template:L 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 Template:L. When the "Soldiers Can Go Outdoors" or "Dwarves Stay Indoors" orders are in effect, civilian or all Template:L (respectively) will cancel their current job if they find themselves in an Light Above Ground area. Very few types of geometry block the Light Above Ground ray: only Template:L (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 the evil, everlasting light that bathes the world, there is currentlyv0.28.181.40d no way to make a tile dark again.

Additionally, Above Ground tiles within 5 tiles of the edge of the map will not allow certain buildings or constructions to be placed. It is, however, possible to build them in an underground area and subsequently channel out the roof.

Tips

  • On a hot+ map, plants which have a constructed roof above them will stay green, and water which has a constructed roof above it will not evaporate.
  • Make sure all key fortress areas are Dark Subterranean if you wish to use the "Dwarves stay indoors" order.
  • To help dwarves avoid cave adaptation, use Outside Light Above Ground in high traffic areas, such as a Template:L. Also, if you use a planned Template:L 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 Template:L to sleep.
  • Although Template:L made from Template:L (and nigh-floating in the sky, perhaps) will not make tiles Dark Subterranean, it will prevent tiles below it from becoming Outside Light Above Ground. If you build Template:L over it, it, and all the once-sky tiles below it, will stay Inside.

See also