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Difference between revisions of "User talk:CLA"

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(→‎Add on tileset page: pretty sure that 188 should be used for rivers, too.)
(drafting "terraforming for dummies")
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==Terraforming for dummies==
 +
*Df is three dimensional.
 +
*you only view two dimensions at a time, looking at the world from above straight down like a map.
 +
*Unlike a map You only see one height layer at a time. So a valley would be two strips on the sides with nothing in the middle. A mountain would be a blotch in the middle, with empty space on the sides.
 +
*north/south and west/east are the Y- and X-axes, respectively. Height is the Z-axis.
 +
*Df is tile/grid based: The axes are separated into units with equal sides ( a cube[1]), the smallest unit is called a tile (=one graphic symbol you see on the screen). Every tile is made of a floor and a wall. The 'roof' of a tile is the floor of the tile above.
 +
Both the floor and the wall can be missing. A tile with a wall and a floor is impassable. A tile with a floor and without a wall is as you'd expect passable by creatures. A tile without a wall and a floor is completely empty. TOADD: What about tiles with floor but without wall? How does that work (all possible cases? add links to additional info)
 +
 +
to traverse z-levels, that is to ascent or descent you need either ramps or stairs (unless you fall/jump/climb of course).
 +
 +
[1]even if some [[Graphics|tilesets]], including the default, display X and Y with different dimensions
 +
===stairs===
 +
info box quickstart guide. up=wall, down=floor, up/down=wall/floor, not "wall/roof".
 +
 +
===ramps===
 +
Contrary to stairs, there is no such thing as up- or down-ramps, only ''ramps''. "Down-ramps" simply refer to a ramp on the level below.
 +
Not unlike surface tension in water droplets, ramps automatically align themselves with adjacent walls. If there's a lonely ramp in the middle of flat terrain, it's practically useless like a bump in the road.
 +
With a wall on any orthogonal (non-diagonal){{verify}}(wasn't there a mention of this on the ramp page?) adjacent tile, the ramp forms a 45° slope with it and can be used to move to the level above.
 +
You can't just add another ramp on the same XY-coordinates directly above that one - you need to move it one tile to the north/south/west/east, so that it's on top of the wall that was below.
 +
 +
===list of designations===
 +
see [[mining]] page
 +
 +
 +
===Construction vs designation===
 +
Another important distinction is the difference between construction and designation.
 +
In simple terms, a terraforming designation (you can also designate other things like zones or trees to be cut down) takes ''away'' from terrain and in some cases ''produces'' raw material. A construction ''adds'' to the terrain, and ''uses'' raw material.
 +
Note that you can carve out part of a tile (to create a stair for example) first, and afterwards tell your dwarves to carve out the rest of the tile.
 +
Be careful: If you first tell them to make a stair, then afterwards tell them to mine out that very tile, '''the stair will be removed'''. You would need to construct a new stair afterwards.
 +
===more terminology===
 +
'Building' something can often mean two things: creating it - and placing it.
 +
For example, to create a dining room, you first ask your mason to build (create) a table from a raw stone. Then you need to tell your dwarves to [[k|b]]uild (insert actual key sequence) (place) it somewhere in your fort.
 +
 +
 +
 +
===troubleshooting===
 +
*miners don't move, dwarves are hungry. nobody does their jobs: they can't reach what they want to reach because you fucked up terraforming
 +
--channeled straight down, ramps above each other
 +
--created only up or only down stairs, need up and down
 +
--created up/down correctly, but designated tile to be mined out afterwards, stair gone. (can fix it by constructing one)
 
==Add on tileset page==
 
==Add on tileset page==
  

Revision as of 22:28, 17 September 2015


Terraforming for dummies

  • Df is three dimensional.
  • you only view two dimensions at a time, looking at the world from above straight down like a map.
  • Unlike a map You only see one height layer at a time. So a valley would be two strips on the sides with nothing in the middle. A mountain would be a blotch in the middle, with empty space on the sides.
  • north/south and west/east are the Y- and X-axes, respectively. Height is the Z-axis.
  • Df is tile/grid based: The axes are separated into units with equal sides ( a cube[1]), the smallest unit is called a tile (=one graphic symbol you see on the screen). Every tile is made of a floor and a wall. The 'roof' of a tile is the floor of the tile above.

Both the floor and the wall can be missing. A tile with a wall and a floor is impassable. A tile with a floor and without a wall is as you'd expect passable by creatures. A tile without a wall and a floor is completely empty. TOADD: What about tiles with floor but without wall? How does that work (all possible cases? add links to additional info)

to traverse z-levels, that is to ascent or descent you need either ramps or stairs (unless you fall/jump/climb of course).

[1]even if some tilesets, including the default, display X and Y with different dimensions

stairs

info box quickstart guide. up=wall, down=floor, up/down=wall/floor, not "wall/roof".

ramps

Contrary to stairs, there is no such thing as up- or down-ramps, only ramps. "Down-ramps" simply refer to a ramp on the level below. Not unlike surface tension in water droplets, ramps automatically align themselves with adjacent walls. If there's a lonely ramp in the middle of flat terrain, it's practically useless like a bump in the road. With a wall on any orthogonal (non-diagonal)[Verify](wasn't there a mention of this on the ramp page?) adjacent tile, the ramp forms a 45° slope with it and can be used to move to the level above. You can't just add another ramp on the same XY-coordinates directly above that one - you need to move it one tile to the north/south/west/east, so that it's on top of the wall that was below.

list of designations

see mining page


Construction vs designation

Another important distinction is the difference between construction and designation. In simple terms, a terraforming designation (you can also designate other things like zones or trees to be cut down) takes away from terrain and in some cases produces raw material. A construction adds to the terrain, and uses raw material. Note that you can carve out part of a tile (to create a stair for example) first, and afterwards tell your dwarves to carve out the rest of the tile. Be careful: If you first tell them to make a stair, then afterwards tell them to mine out that very tile, the stair will be removed. You would need to construct a new stair afterwards.

more terminology

'Building' something can often mean two things: creating it - and placing it. For example, to create a dining room, you first ask your mason to build (create) a table from a raw stone. Then you need to tell your dwarves to build (insert actual key sequence) (place) it somewhere in your fort.


troubleshooting

  • miners don't move, dwarves are hungry. nobody does their jobs: they can't reach what they want to reach because you fucked up terraforming

--channeled straight down, ramps above each other --created only up or only down stairs, need up and down --created up/down correctly, but designated tile to be mined out afterwards, stair gone. (can fix it by constructing one)

Add on tileset page

↕ ∟ ↔ ₧ ½ ⌡ 255


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016  017  018  019  020  021 § 022  023  024  025  026  027  028  029  030  031 
032   033 ! 034 " 035 # 036 $ 037 % 038 & 039 ' 040 ( 041 ) 042 * 043 + 044 , 045 - 046 . 047 /
048 0 049 1 050 2 051 3 052 4 053 5 054 6 055 7 056 8 057 9 058 : 059 ; 060 < 061 = 062 > 063 ?
064 @ 065 A 066 B 067 C 068 D 069 E 070 F 071 G 072 H 073 I 074 J 075 K 076 L 077 M 078 N 079 O
080 P 081 Q 082 R 083 S 084 T 085 U 086 V 087 W 088 X 089 Y 090 Z 091 [ 092 \ 093 ] 094 ^ 095 _
096 ` 097 a 098 b 099 c 100 d 101 e 102 f 103 g 104 h 105 i 106 j 107 k 108 l 109 m 110 n 111 o
112 p 113 q 114 r 115 s 116 t 117 u 118 v 119 w 120 x 121 y 122 z 123 { 124 | 125 } 126 ~ 127 
128 Ç 129 ü 130 é 131 â 132 ä 133 à 134 å 135 ç 136 ê 137 ë 138 è 139 ï 140 î 141 ì 142 Ä 143 Å
144 É 145 æ 146 Æ 147 ô 148 ö 149 ò 150 û 151 ù 152 ÿ 153 Ö 154 Ü 155 ¢ 156 £ 157 ¥ 158  159 ƒ
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224 α 225 ß 226 Γ 227 π 228 Σ 229 σ 230 µ 231 τ 232 Φ 233 Θ 234 Ω 235 δ 236  237 φ 238 ε 239 
240  241 ± 242  243  244  245  246 ÷ 247  248 ° 249  250 · 251  252  253 ² 254  255  

Legend:

Used in game Used on map Used in more than one category (map, interface, game) No known use

List from Dibujor

TODO:

  • Format tile symbol
  • decide on overall format (next to normal table <-didn't I discard that idea at some point? why? ? in "by type" section? probably both. implement the table above too? on character table page?)
  • what format is best? which gives the best information? Which information is needed? Who even visits that page and what kind of information do they seek?
    • prioritize vanilla or consider 3rd party utilities (i.e. TWBT)?
    • if table above is implemented which categories? Used in game and map? Used in tileset and map? Used in tileset and game? Include animals? Which is the most important for tileset creators?
    • don't overload with unnecessary information, keep it simple, stay coherent and brief
    • should page be an answer to relevant questions, or a collection of facts
    • maybe both. Collection of facts, but presented as answers to questions?
    • or presented as collection of facts, sorted by logical categories?
    • fuck if I know
  • implement in page
  • add "under construction" or whatever note
  • verify correctness (tileset with all other symbols as magenta "X") and add tiles that are missing

Items between brackets [] can have their tile changed in the raw data files.

Row 1:

5 - [various forest trees] (apple, maple, cherry...) 6 - [Broadleaf forest] (oak, almond, Olive) 7 - river sources, caves 9 - fortress 15 - Human town

Row 2:

20 - Largest forest retreats 23 - [Cedar forest] 24 - [Conifer forest] 30 - mountain

Row 3:

34 - savanna, swamp, shrubland, marsh 35 - Human city ([i]local map,world map[/i]) 39 - rocky wasteland 42 - Human city ([i]JUST world map?[/i]) 43 - Human town 44 - rocky wasteland 46 - Various grasses

Row 4:

48 - Tombs 61 - Hamlets

Row 5:

73 - Necromancer's tower 79 - ??? (appears to be related to forests)

Row 6:

86 - Badlands 94 - Volcano

Row 7:

110 - Hills

Row 8:

126 - Water on lakes, Sand Desert 127 - Low mountains

Row 9:

140 - Elven forest retreat

Row 10:

145 - Hamlets (world map) 146 - Hamlets

Row 11:

166 - Goblin settlements ([i]in world map[/i]) 167 - Dark Pits (Goblin "cities")([i]only world map[/i])

Row 12:

176 - Glaciers 177 - Glaciers 178 - Glaciers 179 - Overworld rivers 180 - Overworld rivers 181 - Dead trees 185 - Overworld rivers 186 - Overworld rivers 187 - Overworld rivers 188 - Overworld rivers (missed by Dibujor) 191 - Overworld rivers

Row 13:

192 - Overworld rivers/roads 193 - Overworld rivers/roads 194 - Overworld rivers/roads 195 - Overworld rivers/roads 196 - Overworld rivers/roads 197 - Overworld rivers/roads 198 - [Dead Trees] 200 - Rivers 201 - Rivers 202 - Rivers 203 - Rivers 204 - Rivers 205 - Rivers 206 - Rivers 207 - Rivers

Row 14:

217 - Overworld rivers 218 - Overworld rivers

Row 15:

226 - Tropical forest 227 - Dark fortress (Goblin "city") ([i]world (escarcely), local map[/i]) 230 - Ruins 231 - Shrublands 234 - Dwarven cities 239 - Hills

Row 16:

240 - Hamlets 244 - [Willow forest/swamp](not sure if terrain or tree here) 247 - Water, Sand Desert 249 - Tundra 250 - Tundra 251 - Badlands 252 - Savanna, marsh, grassland, badlands