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Difference between revisions of "40d:Biome"
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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]]. | ||
− | [[Surroundings]] are not directly linked to biomes (i.e. a [[glacier]] could be [[haunted]], [[wilderness]] or [[mirthful]]), but the more biomes you have, the | + | [[Surroundings]] are not directly linked to biomes (i.e. a [[glacier]] could be [[haunted]], [[wilderness]] or [[mirthful]]), but the more biomes you have, the more likely it is to have several alignments, if so desired. |
If your plot contains only [[ocean]], [[lake]] or [[mountain]] biomes you will not be able to embark. The dwarves would have difficulty parking their [[wagon]] on water, while mountains are too barren and remote to reach. | If your plot contains only [[ocean]], [[lake]] or [[mountain]] biomes you will not be able to embark. The dwarves would have difficulty parking their [[wagon]] on water, while mountains are too barren and remote to reach. |
Revision as of 21:50, 2 June 2009
A biome is a biotic area with homogeneous features, characterized by distinctive plants, animal species and climate. Your dwarves will find different resources depending on which biomes they select when starting a fort.
Selecting a biome
Biomes are important when choosing a fortress location in order to understand your surroundings. Individual biomes, which form at least one tile of your plot, can be cycled with the F#-keys; for example, an area with 3 biomes present can be cycled using F1, F2 and 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. (See the illustrated guide for more detail).
Understanding Biomes
we should have more details on what these "resources axctuaslly are, or more examples?
Biomes allow you to modify the difficulty of your game. A wide variety of biomes may give you access to several unique resources provided by each, like different kinds of stone layers, the ability to gather and plant certain crops and make the game easier and more interesting. Generally it is advantageous to plot your embark location at the convergence of 3 different biomes, 4 or more if possible - which is made easier if you enlarge your starting plot).
- Note: Making the starting plot larger will slow your game down considerably; likewise, a small embark area can dramatically increase framerate.v0.28.181.40d
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 trees, even if the rest of your plot extends into badlands and desert.
Surroundings are not directly linked to biomes (i.e. a glacier could be haunted, wilderness or mirthful), but the more biomes you have, the more likely it is to have several alignments, if so desired.
If your plot contains only ocean, lake or mountain biomes you will not be able to embark. The dwarves would have difficulty parking their wagon on water, while mountains are too barren and remote to reach.
Available Biomes
Arid
Temperate
- Temperate Broadleaf forest
- Temperate Conifer forest
- Temperate Grassland
- Temperate Freshwater lake
- Temperate Freshwater marsh
- Temperate Freshwater swamp
- Temperate Ocean
- Temperate Saltwater marsh
- Temperate Saltwater swamp
- Temperate Savanna
- Temperate Shrubland
Tropical
- Tropical Dry Broadleaf forest
- Tropical Wet Broadleaf forest
- Tropical Conifer forest
- Tropical Freshwater marsh
- Tropical Grassland
- Tropical Ocean
- Tropical Savanna
- Tropical Shrubland
Biomes at World Generation
Biomes are created at world generation based on the elevation, rainfall, and drainage of the tile as follows:
Biome | Elevation | Rainfall | Drainage |
---|---|---|---|
Water | 0-99 | Any | Any |
Sand Desert | 100-299 | 0-9 | 0-32 |
Rock Desert | 100-299 | 0-9 | 33-49 |
Desert Badlands A | 100-299 | 0-9 | 50-65 |
Desert Badlands B | 100-299 | 0-9 | 66-100 |
Grassland | 100-299 | 10-19 | 0-49 |
Savanna | 100-299 | 20-32 | 0-49 |
Marsh | 100-299 | 33-65 | 0-32 |
Shrubland | 100-299 | 33-65 | 33-49 |
Swamp | 100-299 | 66-100 | 0-32 |
Forest | 100-299 | 66-100 | 33-100 |
Low Mountain | 300-332 | Any | Any |
Mountain | 333-365 | Any | Any |
High Mountain | 366-400 | Any | Any |
See Also
- Regions for the possible values for Trees, Vegetation and Surroundings.
- Volcanoes which are not a biome in Dwarf Fortress, but may provide important resources
- Climate
Worlds | |
---|---|
Badlands · Desert · Flatland · Forest · Glacier · Lake · Marsh · Mountain · Murky pool · Ocean · River · Rocky wasteland · Sand desert · Swamp · Tundra |