v50 Steam/Premium information for editors
  • v50 information can now be added to pages in the main namespace. v0.47 information can still be found in the DF2014 namespace. See here for more details on the new versioning policy.
  • Use this page to report any issues related to the migration.
This notice may be cached—the current version can be found here.

Difference between revisions of "40d:Tile attributes"

From Dwarf Fortress Wiki
Jump to navigation Jump to search
(I remember someone claiming to have checked this and determined that inside light does not help.)
 
(19 intermediate revisions by 11 users not shown)
Line 1: Line 1:
Every tile in Dwarf Fortress is described as {{DFtext|Outside|#0ff}} or {{DFtext|Inside|#808000}}, {{DFtext|Light|#ff0}} or {{DFtext|Dark|#808080}}, and {{DFtext|Above Ground|#0f0}} or {{DFtext|Subterranean|#808080}}. These keywords can be observed from the {{k|k}} menu, when the cursor is located over any single tile. Currently, only the three following combinations are possible:
+
{{Quality|Fine|20:44, 12 January 2014 (UTC)}}
 +
{{av}}
 +
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. Currently, only the 4 following combinations are possible:
  
# {{DFtext|Outside |#0ff}}{{DFtext|Light |#ff0}}{{DFtext|.|#000}}{{DFtext|Above Ground|#0f0}}
+
# {{DFtext|Outside |3:1}}{{DFtext|Light |6:1}}{{DFtext|Above Ground|2:1}} - outdoors
# {{DFtext|Inside |#808000}}{{DFtext|.|#000}}{{DFtext|Light |#ff0}}{{DFtext|.|#000}}{{DFtext|Above Ground|#0f0}}
+
# {{DFtext|Inside |6:0}}{{DFtext|Light |6:1}}{{DFtext|Above Ground|2:1}} - outdoor tiles covered by constructions
# {{DFtext|Inside |#808000}}{{DFtext|.|#000}}{{DFtext|Dark |#808080}}{{DFtext|. |#000}}{{DFtext|Subterranean|#808080}}
+
# {{DFtext|Inside |6:0}}{{DFtext|Dark |0:1}}{{DFtext|Above Ground|2:1}} - [[obsidian]] towers built by [[goblin]]s
 +
# {{DFtext|Inside |6:0}}{{DFtext|Dark |0:1}}{{DFtext|Subterranean|0:1}} - underground caverns
  
The entire [[Location|fortress site]] starts out as {{DFtext|Inside |#808000}}{{DFtext|Dark |#808080}}{{DFtext|Subterranean|#808080}}. After that, a ray for {{DFtext|Outside|#0ff}} and a ray for {{DFtext|Light|#ff0}}{{DFtext|Above Ground|#0f0}} 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|#0ff}} 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.
  
 
== Outside vs Inside ==
 
== Outside vs Inside ==
  
This attribute is determined by whether there is a roof of some kind over a tile. Weather only affects tiles which are ''Outside''. Almost any kind of geometry will block the ''Outside'' ray including natural and constructed [[wall]]s, [[floor]]s, [[stair]]s, and [[fortification]]s, and open and closed [[bridge]]s, [[floor grate]]s, [[bar|floor bars]], and [[hatch]]es. A tile which is ''Outside'' will always be ''Light Above Ground'', but an ''Inside'' tile may be either ''Light Above Ground'' or ''Dark Subterranean''.
+
This attribute is determined by whether there is a roof of some kind over a tile. Weather only affects tiles which are ''Outside''. Almost any kind of geometry will block the ''Outside'' ray including natural and constructed [[wall|walls]], [[floor|floors]], [[stair|stairs]], and [[fortification|fortifications]], and open and closed [[bridge|bridges]], [[grate|floor grates]], [[bars|floor bars]], and [[hatch|hatches]]. A tile which is ''Outside'' will always be ''Light Above Ground'', but an ''Inside'' tile may be either ''Light Above Ground'' or ''Dark Subterranean''.
  
 
== Light Above Ground vs Dark Subterranean ==
 
== Light Above Ground vs Dark Subterranean ==
  
[[Plants]] such as [[grass]], [[tree]]s and [[shrub]]s will grow on [[soil|sand or dirt]] where it is ''Light Above Ground''. This attribute also helps determine which types of [[crops]] can be planted on [[farm plot]]s that have been constructed on top of the tile in question. Dwarves who spend excessive amounts of time in ''Dark Subterranean'' areas may suffer from [[cave adaptation]]. When the "Soldiers Can Go Outdoors" or "Dwarves Stay Indoors" {{K|o}}rders are in effect, civilian or all [[dwarves]] will cancel their current job if they find themselves in an ''Light Above Ground'' area. Very few types of geometry block the ''Light Above Ground'' ray: only [[cliff]]s (natural walls), ground (natural floors), and natural stairs (those carved out of cliffs or ground). Tiles which are ''Dark Subterranean'' will always be ''Inside'', however ''Light Above Ground'' tiles may be ''Inside'' or ''Outside''. Once exposed to the evil, everlasting light that bathes the world, there is currently{{v|0.27.176.38c}} no way to make a tile dark again.
+
[[Plant]]s such as [[grass]], [[tree]]s and [[shrub]]s will grow on [[soil|sand or dirt]] where it is {{DFtext|Above Ground|2:1}}. This attribute also helps determine which types of [[crop]]s can be planted on [[farm plot]]s that have been constructed on top of the tile in question. Dwarves who spend excessive amounts of time in {{DFtext|Dark|0:1}} areas may suffer from [[cave adaptation]]. When the "Soldiers Can Go Outdoors" or "Dwarves Stay Indoors" [[standing orders]] are in effect, civilian or all [[dwarf|dwarves]] (respectively) will cancel their current job if they find themselves in an {{DFtext|Above Ground|2:1}} area. Very few types of geometry block the {{DFtext|Light |6:1}}{{DFtext|Above Ground|2:1}} ray: only [[cliff]]s (natural walls), ground (natural floors), and natural stairs (those carved out of cliffs or ground). Tiles which are {{DFtext|Subterranean|0:1}} will always be {{DFtext|Inside|6:0}}, however {{DFtext|Above Ground|2:1}} tiles may be {{DFtext|Inside|6:0}} or {{DFtext|Outside|3:1}}. Once exposed to the evil, everlasting light that bathes the world, there is no way to make a tile dark again.
 +
 
 +
Additionally, {{DFtext|Above Ground|2:1}} tiles within 5 tiles of the edge of the map will not allow certain buildings or constructions to be placed. It is, however, possible to build them in an underground area and subsequently channel out the roof.
  
 
== Tips ==
 
== Tips ==
  
 +
* On a hot+ map, plants which have a constructed roof above them will stay green, and water which has a constructed roof above it will not evaporate.
 
* Make sure all key fortress areas are ''Dark Subterranean'' if you wish to use the "Dwarves stay indoors" order.
 
* Make sure all key fortress areas are ''Dark Subterranean'' if you wish to use the "Dwarves stay indoors" order.
* To help dwarves avoid cave adaptation, use ''Outside Light Above Ground'' in high traffic areas, such as a [[meeting hall]]. For fortresses with lots of cross-floor traffic, the central fortress access stairway can serve this purpose, if every floor's natural stairs are removed, a [[channel]] is dug, and the [[stair]]s are replaced with their constructed counterparts. Also, if you use a planned [[bedroom design]] for your living quarters with a single main entrance, you can use channels to make the entrance ''Light Above Ground'' to force all dwarves to pass through it when they go to their [[room]]s to sleep.
+
* To help dwarves avoid cave adaptation, use ''Outside Light Above Ground'' in high traffic areas, such as a [[meeting hall]]. Also, if you use a planned [[bedroom design]] for your living quarters with a single main entrance, you can use channels to make the entrance ''Light Above Ground'' to force all dwarves to pass through it when they go to their [[room|rooms]] to sleep.
* Although [[obsidian]] made from [[magma]] (and nigh-floating in the sky, perhaps) will not make tiles ''Dark Subterranean'', it will prevent tiles below it from becoming ''Outside Light Above Ground''. If you build [[bridge]]s over it, it, and all the once-sky tiles below it, will stay ''Inside''.
+
* Although [[obsidian]] made from [[magma]] (and nigh-floating in the sky, perhaps) will not make tiles ''Dark Subterranean'', it will prevent tiles below it from becoming ''Outside Light Above Ground''. If you build [[bridge|bridges]] over it, it, and all the once-sky tiles below it, will stay ''Inside''.
  
 
== See also ==
 
== See also ==
 
*[[Revealed tile]]
 
*[[Revealed tile]]
  
[[Category:Map tiles]]
+
{{Category|Map tiles|*}}

Latest revision as of 23:45, 8 November 2023

This article is about an older version of DF.

Every tile in Dwarf Fortress is described as Outside or Inside, Light or Dark, and Above Ground or Subterranean. These keywords can be observed from the k menu, when the cursor is located over any single tile. Currently, only the 4 following combinations are possible:

  1. Outside Light Above Ground - outdoors
  2. Inside Light Above Ground - outdoor tiles covered by constructions
  3. Inside Dark Above Ground - obsidian towers built by goblins
  4. Inside Dark Subterranean - underground caverns

The entire fortress site starts out as Inside Dark Subterranean. After that, a ray for Outside and a ray for Light Above Ground 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.

Outside vs Inside[edit]

This attribute is determined by whether there is a roof of some kind over a tile. Weather only affects tiles which are Outside. Almost any kind of geometry will block the Outside ray including natural and constructed walls, floors, stairs, and fortifications, and open and closed bridges, floor grates, floor bars, and hatches. A tile which is Outside will always be Light Above Ground, but an Inside tile may be either Light Above Ground or Dark Subterranean.

Light Above Ground vs Dark Subterranean[edit]

Plants such as grass, trees and shrubs will grow on sand or dirt where it is Above Ground. This attribute also helps determine which types of crops can be planted on farm plots that have been constructed on top of the tile in question. Dwarves who spend excessive amounts of time in Dark areas may suffer from cave adaptation. When the "Soldiers Can Go Outdoors" or "Dwarves Stay Indoors" standing orders are in effect, civilian or all dwarves (respectively) will cancel their current job if they find themselves in an Above Ground area. Very few types of geometry block the Light Above Ground ray: only cliffs (natural walls), ground (natural floors), and natural stairs (those carved out of cliffs or ground). Tiles which are Subterranean will always be Inside, however Above Ground tiles may be Inside or Outside. Once exposed to the evil, everlasting light that bathes the world, there is no way to make a tile dark again.

Additionally, Above Ground tiles within 5 tiles of the edge of the map will not allow certain buildings or constructions to be placed. It is, however, possible to build them in an underground area and subsequently channel out the roof.

Tips[edit]

  • On a hot+ map, plants which have a constructed roof above them will stay green, and water which has a constructed roof above it will not evaporate.
  • Make sure all key fortress areas are Dark Subterranean if you wish to use the "Dwarves stay indoors" order.
  • To help dwarves avoid cave adaptation, use Outside Light Above Ground in high traffic areas, such as a meeting hall. Also, if you use a planned bedroom design for your living quarters with a single main entrance, you can use channels to make the entrance Light Above Ground to force all dwarves to pass through it when they go to their rooms to sleep.
  • Although obsidian made from magma (and nigh-floating in the sky, perhaps) will not make tiles Dark Subterranean, it will prevent tiles below it from becoming Outside Light Above Ground. If you build bridges over it, it, and all the once-sky tiles below it, will stay Inside.

See also[edit]