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Difference between revisions of "Z-level"

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'''Z-Level''' describes vertical space (depth or altitude) 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. There is another Z-level display in the upper right corner of the main view which displays the player's z-level viewpoint relative to the surface z-level. The player moves their view from one z-level to another by using {{k|<}} to move up and {{k|>}} to move down.
 
'''Z-Level''' describes vertical space (depth or altitude) 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. There is another Z-level display in the upper right corner of the main view which displays the player's z-level viewpoint relative to the surface z-level. The player moves their view from one z-level to another by using {{k|<}} to move up and {{k|>}} to move down.
  
The default settings produce levels with around 50 z-levels of land (for an embark with average elevation changes) with an additional 15 z-levels of empty sky space above the highest point of land; mountainous regions can end up with well over a hundred z-levels of caverns.
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The default settings produce levels with around 50 z-levels of land (for an embark with average elevation changes) with an additional 15 z-levels of empty sky space above the highest point of land; mountainous regions can end up with well over a hundred z-levels of caverns. 100 corresponds to sea level.
  
 
Numerous factors available in [[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. (Worldgen has 400 z-levels; maybe one can force 200 levels of sky.)
 
Numerous factors available in [[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. (Worldgen has 400 z-levels; maybe one can force 200 levels of sky.)
  
Reducing the number of z-levels, especially cavern levels, can reduce processor demand and boost [[framerate]].
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Reducing the number of z-levels, especially cavern levels, can reduce processor demand and boost [[framerate]]. Notably, a common reason players get 100+ Z-level embarks is because "Generate New World" makes ISLAND worlds, and the resulting terrain causes caverns to be a lot taller than usual.

Revision as of 14:46, 16 December 2019

This article is about the current version of DF.
Note that some content may still need to be updated.

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.
See also: Tile

Z-Level describes vertical space (depth or altitude) 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. There is another Z-level display in the upper right corner of the main view which displays the player's z-level viewpoint relative to the surface z-level. The player moves their view from one z-level to another by using < to move up and > to move down.

The default settings produce levels with around 50 z-levels of land (for an embark with average elevation changes) with an additional 15 z-levels of empty sky space above the highest point of land; mountainous regions can end up with well over a hundred z-levels of caverns. 100 corresponds to sea level.

Numerous factors available in 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. (Worldgen has 400 z-levels; maybe one can force 200 levels of sky.)

Reducing the number of z-levels, especially cavern levels, can reduce processor demand and boost framerate. Notably, a common reason players get 100+ Z-level embarks is because "Generate New World" makes ISLAND worlds, and the resulting terrain causes caverns to be a lot taller than usual.