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Difference between revisions of "v0.31:Z-level"

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Numerous factors available in {{L|World_generation|world generation}} impact the available z-levels, and can alter the depth of the map to a minimum of 6 and a maximum well in excess of 600.
 
Numerous factors available in {{L|World_generation|world generation}} impact the available z-levels, and can alter the depth of the map to a minimum of 6 and a maximum well in excess of 600.
  
Reducing the number of z-levels, especially cavern levels, can reduce processor demand and boost {{L|Frame_rate|frame rate}}.
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Reducing the number of z-levels, especially cavern levels, can reduce processor demand and boost {{L|framerate}}.

Revision as of 00:24, 19 May 2010

This article is about an older version of DF.
The z-level indicator. The number is relative to the bottom of the map space. In this case the embark site is 142 levels above 0.

Z-Level describes the vertical space within Dwarf Fortress, analogous to the Z-axis in geometry which extends out of the page towards the viewer. Each layer of view is a discrete z-level with a value relative to the bottom of the map space, indicated in the lower right corner of the screen. The player moves their view from one z-level to another by using < to move up and > to move down.

In DF2010 the number of available z-levels has ballooned dramatically from prior versions with the addition of the Underground cavern systems, from a few dozen to potentially hundreds. The default settings produce levels with around 150 z-levels of land (for a embark with average elevation changes) with an additional 15 z-levels of empty sky space above the highest point of land.

Numerous factors available in Template:L impact the available z-levels, and can alter the depth of the map to a minimum of 6 and a maximum well in excess of 600.

Reducing the number of z-levels, especially cavern levels, can reduce processor demand and boost Template:L.