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Editing Biome
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− | {{Quality| | + | {{migrated article}} |
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− | [[File: | + | [[File:biome_collage.png|372px|right]]A '''biome''' is a biotic area with homogeneous features, characterized by distinctive [[plant]]s, [[creatures|animal species]] and [[climate]]. A biome will also contain only one set of [[stone layer]]s, though these usually expand beyond a single biome. Your [[dwarves]] will find different resources depending on which biomes you select when starting a fort. |
== Selecting a biome == | == Selecting a biome == | ||
− | [[File:biome_view.png|thumb|160px|right|An upper grassy biome, and a lower desert one | + | [[File:biome_view.png|thumb|160px|right|An upper grassy biome, and a lower desert one.]]Biomes are important when choosing a fortress location in order to understand your [[surroundings]]. Individual biomes, which form at least one map-tile of your embark location, can be cycled with the function keys; for example, an area with 3 biomes present can be cycled using {{Key|F1}}, {{Key|F2}} and {{Key|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. |
== Characteristics of biomes == | == Characteristics of biomes == | ||
+ | |||
Selecting different biomes gives you some ability to influence the difficulty of your game. Each biome has a different set of resources; the availability of [[tree]]s, [[sand]], certain [[plant]]s or [[animal]]s, and sometimes [[water]] is specific to a particular biome, and different biomes may have different stone layers containing [[flux]], [[Fuel|coal]] or useful [[ore]]s. [[Mountain]]s have a lot of [[ore]], but no [[soil]]. | Selecting different biomes gives you some ability to influence the difficulty of your game. Each biome has a different set of resources; the availability of [[tree]]s, [[sand]], certain [[plant]]s or [[animal]]s, and sometimes [[water]] is specific to a particular biome, and different biomes may have different stone layers containing [[flux]], [[Fuel|coal]] or useful [[ore]]s. [[Mountain]]s have a lot of [[ore]], but no [[soil]]. | ||
Generally it is advantageous to plot your embark [[location]] at the convergence of multiple different biomes, the more the better (within reason) - which is made easier if you enlarge your starting embarkation area. However, it is not usually too hard to find three or four biomes using the default size. | Generally it is advantageous to plot your embark [[location]] at the convergence of multiple different biomes, the more the better (within reason) - which is made easier if you enlarge your starting embarkation area. However, it is not usually too hard to find three or four biomes using the default size. | ||
− | ''Note: Making the starting plot larger will slow your game down considerably; likewise, a small embark area can dramatically increase framerate. One embark square translates to | + | ''Note: Making the starting plot larger will slow your game down considerably; likewise, a small embark area can dramatically increase framerate. One embark square translates to 48x48 ingame tiles'' |
By making use of several biomes, you can provide more resources for your fort. Making sure one of your biomes contains 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]]. | By making use of several biomes, you can provide more resources for your fort. Making sure one of your biomes contains 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]]. | ||
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== Available Biomes == | == Available Biomes == | ||
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=== [[Wetland]]s === | === [[Wetland]]s === | ||
Wetlands may be [[Swamp]] or [[Marsh]]; may be Freshwater or Saltwater; and may be [[temperate]] or [[tropical]]. In addition, there are [[mangrove]] swamps. | Wetlands may be [[Swamp]] or [[Marsh]]; may be Freshwater or Saltwater; and may be [[temperate]] or [[tropical]]. In addition, there are [[mangrove]] swamps. | ||
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=== Underground === | === Underground === | ||
− | * Subterranean Water | + | * Subterranean Water |
− | * Subterranean Chasm | + | * Subterranean Chasm |
− | * Subterranean | + | * Subterranean Magma |
=== Other === | === Other === | ||
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== Generating a Biome == | == Generating a Biome == | ||
+ | |||
When using [[advanced world generation]] or [[world painter]] to attempt to create the "perfect" starting location, it helps to understand how biomes are created. Biomes are calculated for each region tile (the center map when choosing an embark), then noise is calculated and applied which causes the irregular region boundaries on the local map. For the most part, a region's biome is a factor of elevation, drainage, rainfall, and temperature, as explained in [http://www.bay12forums.com/smf/index.php?topic=20685.0 this old forum thread for 40d]. | When using [[advanced world generation]] or [[world painter]] to attempt to create the "perfect" starting location, it helps to understand how biomes are created. Biomes are calculated for each region tile (the center map when choosing an embark), then noise is calculated and applied which causes the irregular region boundaries on the local map. For the most part, a region's biome is a factor of elevation, drainage, rainfall, and temperature, as explained in [http://www.bay12forums.com/smf/index.php?topic=20685.0 this old forum thread for 40d]. | ||
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[[Image:DF_Biome_Distribution.png|699px|thumb|none]] | [[Image:DF_Biome_Distribution.png|699px|thumb|none]] | ||
− | All other biomes are variations on the corresponding base biome shown above. For example, salinity determines the type of lake, swamp, and marsh. A salinity of 0 is a freshwater biome, 33 is a freshwater swamp or marsh but a brackish lake, 66 is a saltwater biome, and 100 is an ocean. Temperature determines tropical and frozen variants. Region tile temperatures at or below -5 convert all base biomes with drainage below 75 to Tundra, and biomes with drainage 75+ to Glaciers. Similarly, Arctic Oceans replace Temperate Oceans. Between -4 and 9 (inclusive) Conifer Forests become Taiga. At the other end of the temperature scale, biomes become tropical at around 85+; generally speaking you'll need Hot and Scorching temperatures. Tropical Saltwater Swamps are converted to Mangrove Swamps when drainage is 9 or less. Unfortunately, temperature is harder to affect directly in world gen because, according to Toady One, it's affected by latitude | + | All other biomes are variations on the corresponding base biome shown above. For example, salinity determines the type of lake, swamp, and marsh. A salinity of 0 is a freshwater biome, 33 is a freshwater swamp or marsh but a brackish lake, 66 is a saltwater biome, and 100 is an ocean. Temperature determines tropical and frozen variants. Region tile temperatures at or below -5 convert all base biomes with drainage below 75 to Tundra, and biomes with drainage 75+ to Glaciers. Similarly, Arctic Oceans replace Temperate Oceans. Between -4 and 9 (inclusive) Conifer Forests become Taiga. At the other end of the temperature scale, biomes become tropical at around 85+; generally speaking you'll need Hot and Scorching temperatures. Tropical Saltwater Swamps are converted to Mangrove Swamps when drainage is 9 or less. Unfortunately, temperature is harder to affect directly in world gen because, according to Toady One, it's affected by both latitude and elevation. Additionally, when the pole setting is none, the tropical or frozen biome variants do not respect the otherwise static divisions. |
== Bugs == | == Bugs == |