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Difference between revisions of "v0.31:Tile attributes"

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(Light v Dark, AG v Sub, and verify the dark fortress thing.)
(these only showed up in 0.31.12 and earlier)
 
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# {{DFtext|Inside |6:0}}{{DFtext|Light |6:1}}{{DFtext|Above Ground|2:1}}
 
# {{DFtext|Inside |6:0}}{{DFtext|Light |6:1}}{{DFtext|Above Ground|2:1}}
 
# {{DFtext|Inside |6:0}}{{DFtext|Dark |0:1}}{{DFtext|Subterranean|0:1}}
 
# {{DFtext|Inside |6:0}}{{DFtext|Dark |0:1}}{{DFtext|Subterranean|0:1}}
# {{DFtext|Inside |6:0}}{{DFtext|Dark |0:1}}{{DFtext|Above Ground|2:1}}, encountered solely in {{L|goblin}} dark fortresses.{{verify}}
 
  
The entire {{L|Location|fortress site}} starts out as {{DFtext|Inside |6:0}}{{DFtext|Dark Subterranean|0:1}}. After that, a ray for {{DFtext|Outside|3:1}} and a ray for {{DFtext|Light |6:1}}{{DFtext|Above Ground|2:1}} 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.
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The entire [[Location|fortress site]] starts out as {{DFtext|Inside |6:0}}{{DFtext|Dark Subterranean|0:1}}. After that, a ray for {{DFtext|Outside|3:1}} and a ray for {{DFtext|Light |6:1}}{{DFtext|Above Ground|2:1}} 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 affects tiles which are ''Outside''. Almost any kind of geometry will block the ''Outside'' ray including natural and constructed {{L|wall}}s, {{L|floor}}s, {{L|stair}}s, and {{L|fortification}}s, and open and closed {{L|bridge}}s, {{L|grate|floor grates}}, {{L|bars|floor bars}}, and {{L|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''.
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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 [[wall]]s, [[floor]]s, [[stair]]s, and [[fortification]]s, and open and closed [[bridge]]s, [[grate|floor grates]], [[bars|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''.
  
 
== Light vs Dark and Above Ground vs Subterranean ==
 
== Light vs Dark and Above Ground vs Subterranean ==
  
Currently these two attributes are determined in exactly the same way. Once an area is exposed to the outside world, it is ''Above Ground'' and ''Light''. Even after being covered up again, it will remain this way. This allows growing outdoor crops inside safely.
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Currently these two attributes are determined in exactly the same way. Once an area is exposed to the outside world, it is ''Above Ground'' and ''Light'' (and thus channeling this tile will make the tile below it also ''Above Ground'' and ''Light''). Even after being covered up again, it will remain this way. This allows growing outdoor crops inside safely.
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{{Category|Map tiles|*}}

Latest revision as of 18:00, 13 December 2012

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 4 following combinations are possible:

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

The entire 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[edit]

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 walls, floors, stairs, and fortifications, and open and closed bridges, floor grates, floor bars, and 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 vs Dark and Above Ground vs Subterranean[edit]

Currently these two attributes are determined in exactly the same way. Once an area is exposed to the outside world, it is Above Ground and Light (and thus channeling this tile will make the tile below it also Above Ground and Light). Even after being covered up again, it will remain this way. This allows growing outdoor crops inside safely.