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Editing v0.34:Z-axis

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It's easy to think of a graph with an x-axis and a y-axis, right?
 
It's easy to think of a graph with an x-axis and a y-axis, right?
  
In the ''Dwarf Fortress'' map view, traveling east or west moves you along the x-axis, and traveling north or south moves you along the y-axis. Traveling higher or deeper moves you along the z-axis.
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In the Dwarf Fortress map view, traveling east or west moves you along the x-axis, and traveling north or south moves you along the y-axis. Traveling higher or deeper moves you along the z-axis.
  
 
[[Image:3_dimensions.png]]
 
[[Image:3_dimensions.png]]
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In fortress mode, the right-hand margin shows your location on the z-axis.  Blue is above ground, brown is below ground, and the bright spot in the middle (yellow or cyan) shows the current level. This reflects the elevation profile for the spot the cursor is currently over. Moving up or down will not change the position of the bright marker, but will instead shift the whole bar under it. The number at the top shows how many levels above or below the surface the spot currently is. The number at the bottom is the elevation of the current level relative to the world's lowest ocean depth.
 
In fortress mode, the right-hand margin shows your location on the z-axis.  Blue is above ground, brown is below ground, and the bright spot in the middle (yellow or cyan) shows the current level. This reflects the elevation profile for the spot the cursor is currently over. Moving up or down will not change the position of the bright marker, but will instead shift the whole bar under it. The number at the top shows how many levels above or below the surface the spot currently is. The number at the bottom is the elevation of the current level relative to the world's lowest ocean depth.
 
The top number (red or green) represents the number of z-levels away from ground level ''at the center of the screen''. If there are mountains, or any form of uneven terrain on your map, these numbers will vary in the same z-level. There isn't a currently a way around this. To view the z-level at a certain point, loo{{k|k}} often works (although it can be a bit unreliable with hills). This is useful for viewing the z-level near the map edge, which can't be centered on.
 
  
 
== Boundaries between layers ==
 
== Boundaries between layers ==
  
There are effectively two parts to z-layers - the layer itself (the z-level where stuff happens, things exist and dwarves work), and the boundary* ''between'' those layers/levels.  These "boundaries" are just that - boundaries - they have no thickness, dwarves and items are never found there, and nothing ever happens there - but they act as barriers between adjacent layers.
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There are effectively two parts to z-layers - the layer itself (the z-level where stuff happens, things exist and dwarfs work), and the boundary* ''between'' those layers/levels.  These "boundaries" are just that - boundaries - they have no thickness, dwarfs and items are never found there, and nothing ever happens there - but they act as barriers between adjacent layers.
Boundaries are also referred to as "floor tiles" (not to be confused with [[construction|floors]]).
 
  
 
:''(* The word "boundary" is not an in-game term. You will never see a boundary, only see the effects when one is pierced, giving access, desired or undesired, between levels.    You can think of the "boundary" as the "floor", but that's not perfectly accurate in all situations - but close enough to start.)''
 
:''(* The word "boundary" is not an in-game term. You will never see a boundary, only see the effects when one is pierced, giving access, desired or undesired, between levels.    You can think of the "boundary" as the "floor", but that's not perfectly accurate in all situations - but close enough to start.)''
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When you dig a down-[[stairs|stair]] or a [[channel]], you pierce the barrier ''below'' the level you are on.  ''(Note that an upstairs does ''not'' (usually) pierce the layer above it, but requires a down-stair to pierce the boundary above it to provide a path between levels.  
 
When you dig a down-[[stairs|stair]] or a [[channel]], you pierce the barrier ''below'' the level you are on.  ''(Note that an upstairs does ''not'' (usually) pierce the layer above it, but requires a down-stair to pierce the boundary above it to provide a path between levels.  
  
Boundaries also act as "support" for [[building]], [[construction]]s, and natural formations above them.  If you completely [[channel]] out around something, and there is no "layer" supporting it either from above or below, it will [[cave-in|collapse]].
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Boundaries also act as "support" for [[building]], [[construction]]s, and natural formations above them.  If you completely [[channel]] out around something, and there is no "layer" supporting it either from above or below, it will [[collapse]].
  
 
In open space, the boundaries have already been removed.  [[Constructions]], such as [[floor]]s or [[wall]]s can replace boundaries between levels, re-sealing them.
 
In open space, the boundaries have already been removed.  [[Constructions]], such as [[floor]]s or [[wall]]s can replace boundaries between levels, re-sealing them.

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