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Difference between revisions of "v0.34:Tile attributes"

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(re-add {{DFText}}, remove old content (DF:Rule T), clean up)
 
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Every tile in Dwarf Fortress is described as {{DFtext|Outside|3:1}} or {{DFtext|Inside|6:0}}, {{DFtext|Light|6:1}} or {{DFtext|Dark|0:1}}, and {{DFtext|Above Ground|2:1}} or {{DFtext|Subterranean|0:1}}. These keywords can be observed from the {{k|k}} menu, when the cursor is located over any single tile. Currently, only the 4 following combinations are possible:
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Every tile in Dwarf Fortress is described as {{DFtext|Outside|3:1}} or {{DFtext|Inside|6:0}}, {{DFtext|Light|6:1}} or {{DFtext|Dark|0:1}}, and {{DFtext|Above Ground|2:1}} or {{DFtext|Subterranean|0:1}}. These attributes can be observed from the {{k|k}} menu, when the cursor is located over any single tile.  
  
# {{DFtext|Outside |3:1}}{{DFtext|Light |6:1}}{{DFtext|Above Ground|2:1}}
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There are 8 different combinations, and only 3 of them occur naturally:
# {{DFtext|Inside |6:0}}{{DFtext|Light |6:1}}{{DFtext|Above Ground|2:1}}
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* {{DFtext|Outside |3:1}}{{DFtext|Light |6:1}}{{DFtext|Above Ground|2:1}} - Outdoors
# {{DFtext|Inside |6:0}}{{DFtext|Dark |0:1}}{{DFtext|Subterranean|0:1}}
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* {{DFtext|Outside |3:1}}{{DFtext|Light |6:1}}{{DFtext|Subterranean|0:1}} - Impossible
# {{DFtext|Inside |6:0}}{{DFtext|Dark |0:1}}{{DFtext|Above Ground|2:1}}, encountered solely in [[goblin]] curious structures.{{verify}}
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* {{DFtext|Outside |3:1}}{{DFtext|Dark |0:1}}{{DFtext|Above Ground|2:1}} - Impossible
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* {{DFtext|Outside |3:1}}{{DFtext|Dark |0:1}}{{DFtext|Subterranean|0:1}} - Impossible
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* {{DFtext|Inside |6:0}}{{DFtext|Light |6:1}}{{DFtext|Above Ground|2:1}} - Constructed buildings on the surface
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* {{DFtext|Inside |6:0}}{{DFtext|Light |6:1}}{{DFtext|Subterranean|0:1}} - Impossible
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* {{DFtext|Inside |6:0}}{{DFtext|Dark |0:1}}{{DFtext|Above Ground|2:1}} - Impossible
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* {{DFtext|Inside |6:0}}{{DFtext|Dark |0:1}}{{DFtext|Subterranean|0:1}} - Underground tunnels, including most of your fortress
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Being in the dark increases [[cave adaptation]], and being outside causes it to decrease (along with stunning/nausea if the sun is out).  
  
 
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.
 
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.
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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.
 
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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[[Ice]] will allow light to pass through, marking tiles as "light" and "above ground."
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{{Category|Map tiles|*}}

Latest revision as of 21:56, 28 June 2014

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 attributes can be observed from the k menu, when the cursor is located over any single tile.

There are 8 different combinations, and only 3 of them occur naturally:

  • Outside Light Above Ground - Outdoors
  • Outside Light Subterranean - Impossible
  • Outside Dark Above Ground - Impossible
  • Outside Dark Subterranean - Impossible
  • Inside Light Above Ground - Constructed buildings on the surface
  • Inside Light Subterranean - Impossible
  • Inside Dark Above Ground - Impossible
  • Inside Dark Subterranean - Underground tunnels, including most of your fortress

Being in the dark increases cave adaptation, and being outside causes it to decrease (along with stunning/nausea if the sun is out).

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.

Ice will allow light to pass through, marking tiles as "light" and "above ground."