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Editing v0.34:Tile attributes
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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 | + | 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. |
− | There are 8 different combinations, and only | + | There are 8 different combinations, and only some 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 - In version 0.23.130.23a and earlier, excavated tiles between the cave river and the cliff face (though the game didn't actually display tile attributes back then) |
− | * | + | * Inside Dark Above Ground - In version 0.31.12 and earlier, obsidian towers built by the Goblins |
− | * | + | * Inside Dark Subterranean - Underground tunnels, including most of your fortress |
− | Being in the | + | Being in the Dark causes cave adaptation to increase, 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. |