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Difference between revisions of "40d:Biome"

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* ''Note: Making the starting plot larger than necessary will slow your game down considerably; likewise, a smaller embark area can dramatically increase framerate.{{version|0.28.181.40d}}''
 
* ''Note: Making the starting plot larger than necessary will slow your game down considerably; likewise, a smaller embark area can dramatically increase framerate.{{version|0.28.181.40d}}''
  
By making use of several biomes you can provide more resources for your fort. Making sure one of your plots cover a either a [[broadleaf]] or [[conifer]] [[forest]] will provide you with an ample supply of [[tree]]s, even if the rest of your plot extends into [[badland]]s and [[desert]].  
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By making use of several biomes you can provide more resources for your fort. Making sure one of your plots cover a either a [[broadleaf]] or [[conifer]] [[forest]] will provide you with an ample supply of [[tree]]s, even if the rest of your plot extends into badlands and [[desert]].  
  
 
[[Surroundings]] are not directly linked to biomes (i.e. a [[glacier]] could be [[haunted]], [[wilderness]] or [[mirthful]]).
 
[[Surroundings]] are not directly linked to biomes (i.e. a [[glacier]] could be [[haunted]], [[wilderness]] or [[mirthful]]).

Revision as of 14:33, 8 April 2009

A biome is a biotic area with homogeneous features, characterized by distinctive plants, animal species and climate. Your dwarves will find different resources depending on which biomes they select when starting a fort.

Selecting a biome

Biomes are important when choosing a fortress location in order to understand your surroundings. Individual biomes, which form at least one tile of your plot, can be cycled with the F#-keys; for example, an area with 3 biomes present can be cycled using F1, F2 and F3. The selected biome will be highlighted with flashing Xs on the Local Map, and the biome's information will be displayed on the right side of the screen. (See the illustrated guide for more detail).

Understanding Biomes

Biomes allow you to set the difficulty of your game. To make it easy, and to provide a variety of resources to your fort, you can select a plot that covers a wide area. A wide variety of biomes will give you access to several unique resources provided by each. Generally it is advantageous to plot your embarkation at the convergence of 3 seperate biomes (4 or more if possible - which is made easier if you enlarge your starting plot).

  • Note: Making the starting plot larger than necessary will slow your game down considerably; likewise, a smaller embark area can dramatically increase framerate.v0.28.181.40d

By making use of several biomes you can provide more resources for your fort. Making sure one of your plots cover a either a broadleaf or conifer forest will provide you with an ample supply of trees, even if the rest of your plot extends into badlands and desert.

Surroundings are not directly linked to biomes (i.e. a glacier could be haunted, wilderness or mirthful).

If your plot contains only ocean, lake or mountain biomes you will not be able to embark. The dwarves would have difficulty parking their wagon on water, while mountains are too barren and remote to reach.

Available Biomes

Arid

Temperate

Tropical

Biomes at World Generation

Biomes are created at world generation based on the elevation, rainfall, and drainage of the tile as follows:

Biome Elevation Rainfall Drainage
Water 0-99 Any Any
Sand Desert 100-299 0-9 0-32
Rock Desert 100-299 0-9 33-49
Desert Badlands A 100-299 0-9 50-65
Desert Badlands B 100-299 0-9 66-100
Grassland 100-299 10-19 0-49
Savanna 100-299 20-32 0-49
Marsh 100-299 33-65 0-32
Shrubland 100-299 33-65 33-49
Swamp 100-299 66-100 0-32
Forest 100-299 66-100 33-100
Low Mountain 300-332 Any Any
Mountain 333-365 Any Any
High Mountain 366-400 Any Any

See Also

  • Regions for the possible values for Trees, Vegetation and Surroundings.
  • Volcanoes which are not a biome in Dwarf Fortress, but may provide important resources
  • Climate
Worlds