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Difference between revisions of "v0.31:Z-level"

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(Rewrote the section on the relative-to-surface z-level indicator to actually explain what it is. Removed the speculation about the other z-level indicator because I saw no reason for it.)
(DF2010 -> v0.31 (2823/2830))
 
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{{av}}{{Quality|Exceptional}}[[File:Z-level.jpg|right|'''The z-level indicator.'''<br /> The number is relative to the bottom of the map space. In this case the embark site is 142 levels above 0.]]Z-Level describes the vertical space 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. The player moves their view from one z-level to another by using {{k|<}} to move up and {{k|>}} to move down.
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{{av}}{{Quality|Exceptional|23:54, 30 August 2010 (UTC)}}[[File:Z-level.jpg|right|'''The z-level indicator.'''<br /> The number is relative to the bottom of the map space. In this case the embark site is 142 levels above 0.]]
  
In DF2010 the number of available z-levels has ballooned dramatically from prior versions with the addition of the Underground cavern systems, from a few dozen to potentially hundreds. The default settings produce levels with around 150 z-levels of land (for a embark with average elevation changes) with an additional 15 z-levels of empty sky space above the highest point of land.
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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. The player moves their view from one z-level to another by using {{k|<}} to move up and {{k|>}} to move down.
  
Numerous factors available in {{L|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 once can force 200 levels of sky.)
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In v0.31 the number of available z-levels has ballooned dramatically from prior versions with the addition of the Underground cavern systems, from a few dozen to potentially hundreds. The default settings produce levels with around 150 z-levels of land (for a embark with average elevation changes) with an additional 15 z-levels of empty sky space above the highest point of land.
  
Reducing the number of z-levels, especially cavern levels, can reduce processor demand and boost {{L|framerate}}.
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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.)
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Reducing the number of z-levels, especially cavern levels, can reduce processor demand and boost [[framerate]].
  
 
There is another Z-level display in the upper right corner of the main view. This displays the player z-level viewpoint relative to the surface z-level.
 
There is another Z-level display in the upper right corner of the main view. This displays the player z-level viewpoint relative to the surface z-level.

Latest revision as of 05:32, 17 February 2012

This article is about an older version of DF.
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.

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. The player moves their view from one z-level to another by using < to move up and > to move down.

In v0.31 the number of available z-levels has ballooned dramatically from prior versions with the addition of the Underground cavern systems, from a few dozen to potentially hundreds. The default settings produce levels with around 150 z-levels of land (for a embark with average elevation changes) with an additional 15 z-levels of empty sky space above the highest point of land.

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.

There is another Z-level display in the upper right corner of the main view. This displays the player z-level viewpoint relative to the surface z-level.