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Difference between revisions of "Biome"
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− | All other biomes are variations the corresponding base biome shown above. For example, salinity determines the type of lake, swamp, and marsh. A salinity of 0 is a freshwater biome; 33 is a freshwater swamp or marsh, but a brackish lake; salinity 66 is a saltwater biome, and salinity 100 is an ocean. Temperature determines tropical and frozen variants. Region tile temperatures below | + | All other biomes are variations the corresponding base biome shown above. For example, salinity determines the type of lake, swamp, and marsh. A salinity of 0 is a freshwater biome; 33 is a freshwater swamp or marsh, but a brackish lake; salinity 66 is a saltwater biome, and salinity 100 is an ocean. Temperature determines tropical and frozen variants. Region tile temperatures at or below -5 convert all base biomes with drainage below 75 to Tundra, and biomes with drainage 75+ to Glaciers. Similarly, Arctic Oceans replace Temperate Oceans. Between -4 and 9 (inclusive) Conifer Forests become Taiga. At the other end of the temperature scale, biomes become tropical at around 85+; generally speaking you'll need Hot and Scorching temperatures. |
Unfortunately, temperature is harder to affect directly in world gen because, according to Toady One, it's affected by both latitude and elevation. Additionally, when the pole setting is none the tropical or frozen biomes variants do not respect the otherwise static divisions. Other randomness is liked to the presence of one or more poles as well. Certain biomes such as Mangrove Swamp and Tropical Dry Broadleaf Forest randomly replace the biome that would otherwise occur, even with identical values for drainage, rainfall, and temperature. For example, a region could be either Mangrove Swamp or Tropical Saltwater Swamp with at least one pole, but will always be Tropical Saltwater Swamp when the pole is set to none. | Unfortunately, temperature is harder to affect directly in world gen because, according to Toady One, it's affected by both latitude and elevation. Additionally, when the pole setting is none the tropical or frozen biomes variants do not respect the otherwise static divisions. Other randomness is liked to the presence of one or more poles as well. Certain biomes such as Mangrove Swamp and Tropical Dry Broadleaf Forest randomly replace the biome that would otherwise occur, even with identical values for drainage, rainfall, and temperature. For example, a region could be either Mangrove Swamp or Tropical Saltwater Swamp with at least one pole, but will always be Tropical Saltwater Swamp when the pole is set to none. |
Revision as of 02:13, 1 April 2015
v50.14 · v0.47.05 This article is about the current version of DF.Note that some content may still need to be updated. |
A biome is a biotic area with homogeneous features, characterized by distinctive plants, animal species and climate. A biome will also contain only one set of stone layers, though these usually expand beyond a single biome. Your dwarves will find different resources depending on which biomes you 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 map-tile of your embark location, 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.
Characteristics of biomes
Selecting different biomes gives you some ability to influence the difficulty of your game. Each biome has a different set of resources; the availability of trees, sand, certain plants or animals, and sometimes water is specific to a particular biome, and different biomes may have different stone layers containing flux, coal or useful ores. Mountains have a lot of ore, but no soil.
Generally it is advantageous to plot your embark location at the convergence of multiple different biomes, the more the better (within reason) - which is made easier if you enlarge your starting embarkation area. However, it is not usually too hard to find three or four biomes using the default size.
Note: Making the starting plot larger will slow your game down considerably; likewise, a small embark area can dramatically increase framerate. One embark square translates to 48x48 ingame tiles
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.
All biomes also have some kind of "alignment" -- good, neutral, or evil -- and a degree of "savagery", which essentially measures how relatively peaceful the biome is. The combination of alignment and savagery is referred to as the biome's surroundings. However, a named region (which is a contiguous area of one category of biomes, such as forests or wetlands) will be either good, neutral, or evil. It is not uncommon to see a large mountain range with one alignment and a few mountains, disconnected from the main mountain range by a single region tile, with a different alignment. Therefore, the more biomes you have, the more likely it is to have combinations of different alignments and savageries, 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
Wetlands
Wetlands may be Swamp or Marsh; may be Freshwater or Saltwater; and may be Temperate or Tropical. In addition, there are Mangrove Swamps.
Forests
- Taiga
- Temperate Coniferous Forest
- Temperate Broadleaf Forest
- Tropical Coniferous Forest
- Tropical Dry Broadleaf Forest
- Tropical Moist Broadleaf Forest
Plains
Plains include Grassland, Savanna and Shrubland; they may be either Temperate or Tropical.
Deserts
Oceans
- Tropical Ocean
- Temperate Ocean
- Arctic Ocean
Murky Pools
These include Freshwater, Saltwater and Brackish Pools, which may be either Temperate or Tropical.
Lakes
Like pools, these may be Freshwater, Saltwater or Brackish Lakes, and may be either Temperate or Tropical.
Rivers
Like pools and lakes, these may be Freshwater, Saltwater or Brackish Rivers, and may be either Temperate or Tropical.
Underground
- Subterranean Water
- Subterranean Chasm
- Subterranean Magma
Other
Groups
Certain creatures and plants use special biome tokens to encompass several similar environments.
- "Not Freezing" includes all land biomes except Mountains, Glaciers, and Tundras. All plants require a "Not Freezing" biome (or a more specific biome group); you will be unable to grow any aboveground crops at all in a Mountain biome.
- "Any Temperate Broadleaf" includes temperate broadleaf forests as well as grasslands, savannas, shrublands, swamps, and marshes.
- "Any Tropical Broadleaf" includes tropical dry/moist broadleaf forests as well as grasslands, savannas, shrublands, swamps (including Mangrove), and marshes.
More information can be found in the Biome token list.
Generating a Biome
When using advanced world generation to attempt to create the "perfect" starting location, it helps to understand how biomes are created. Biomes are calculated for each region tile (the center map when choosing an embark), then noise is calculated and applied which causes the irregular region boundaries on the local map. For the most part, a region's biome is a factor of elevation, drainage, rainfall, and temperature, as explained in this old forum thread for 40d.
When determining the biome, elevation is first; any terrain with an elevation of 0-99 is ocean, while any terrain with an elevation of 300-400 is mountain. All other biomes lie in between these two extremes. The remaining base biomes are determined by the combination of drainage and rainfall.
All other biomes are variations the corresponding base biome shown above. For example, salinity determines the type of lake, swamp, and marsh. A salinity of 0 is a freshwater biome; 33 is a freshwater swamp or marsh, but a brackish lake; salinity 66 is a saltwater biome, and salinity 100 is an ocean. Temperature determines tropical and frozen variants. Region tile temperatures at or below -5 convert all base biomes with drainage below 75 to Tundra, and biomes with drainage 75+ to Glaciers. Similarly, Arctic Oceans replace Temperate Oceans. Between -4 and 9 (inclusive) Conifer Forests become Taiga. At the other end of the temperature scale, biomes become tropical at around 85+; generally speaking you'll need Hot and Scorching temperatures.
Unfortunately, temperature is harder to affect directly in world gen because, according to Toady One, it's affected by both latitude and elevation. Additionally, when the pole setting is none the tropical or frozen biomes variants do not respect the otherwise static divisions. Other randomness is liked to the presence of one or more poles as well. Certain biomes such as Mangrove Swamp and Tropical Dry Broadleaf Forest randomly replace the biome that would otherwise occur, even with identical values for drainage, rainfall, and temperature. For example, a region could be either Mangrove Swamp or Tropical Saltwater Swamp with at least one pole, but will always be Tropical Saltwater Swamp when the pole is set to none.
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