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Difference between revisions of "v0.31:Time"
(Rewrote for style and clarity; testing suggests agility1000!=10 ticks/move, left open;added egg hatch time for consistency with hives) |
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== Breakdown == | == Breakdown == | ||
− | Time is measured in unnamed units, which are | + | Time is measured in unnamed units, which are commonly referred to as "time units" or "ticks." Time units are equal to different lengths of time, depending on the game mode. |
− | In fortress mode, | + | In fortress mode, there are 1200 time units in a day; in adventurer mode, there are 86400 time units in a day. Thus, an adventurer is capable of moving, fighting, and interacting 72 times as fast a dwarf in adventurer mode. Assuming 24 hours per day, 60 minutes per hour, and 60 seconds per minute, this means that a time unit lasts 1 second in adventurer mode and 1.2 minutes in fortress mode. Regardless of mode, there are 28 days in a month and 12 months in a year. |
− | |||
− | + | In fortress mode, there are 403200 time units every year. At 100 fps, it would take just over an hour to play through one year. | |
+ | |||
+ | The amount of time it takes a creature to move, fight, or interact is directly proportional to the inverse of its [[speed]] and proportional, through an unknown function, to its [[agility]]. Typical travel times for dwarves are 10-12 time units per orthogonal tile traveled. Triggered devices can be affected by delays of up to 100 time units; see [[lever]]. | ||
== Syndromes == | == Syndromes == | ||
Line 16: | Line 17: | ||
== Plants == | == Plants == | ||
− | Plants use a tag called GROWDUR. The GROWDUR value is generally set to 300 or 500, which is actually 30000 | + | Plants use a tag called GROWDUR. The GROWDUR value is generally set to 300 or 500, which is actually 30000 time units or 50000 time units. One growdur is equal to 100 time units. |
== Hives == | == Hives == | ||
{{L|Vermin}} in {{L|hive}}s which produce items (namely {{L|bee}}s which produce {{L|honey}}) have the HIVE_PRODUCT {{L|creature token}}, whose second parameter is the number of time units it takes for a hive to produce the product. | {{L|Vermin}} in {{L|hive}}s which produce items (namely {{L|bee}}s which produce {{L|honey}}) have the HIVE_PRODUCT {{L|creature token}}, whose second parameter is the number of time units it takes for a hive to produce the product. | ||
− | == | + | == Eggs == |
− | + | The {{L|Creature token|EGG_SIZE}} creature token determines how long eggs will take to hatch. | |
+ | |||
+ | == Lifespan and Development == | ||
+ | |||
+ | See {{L|Age}}. | ||
== Clocks == | == Clocks == | ||
Based on the fact that {{L|pressure plate}}s take 100 steps to reset, some people have built various time-keeping devices to do various things around the fort, like flooding a trap once a month, or just for fun. | Based on the fact that {{L|pressure plate}}s take 100 steps to reset, some people have built various time-keeping devices to do various things around the fort, like flooding a trap once a month, or just for fun. |
Revision as of 21:16, 15 August 2011
This article is about an older version of DF. |
Time in Dwarf Fortress can be a somewhat complicated subject, but learning the ins and outs of the system is essential for modders and can be of great use to players, as time tracks everything from syndromes to crop growth.
Breakdown
Time is measured in unnamed units, which are commonly referred to as "time units" or "ticks." Time units are equal to different lengths of time, depending on the game mode.
In fortress mode, there are 1200 time units in a day; in adventurer mode, there are 86400 time units in a day. Thus, an adventurer is capable of moving, fighting, and interacting 72 times as fast a dwarf in adventurer mode. Assuming 24 hours per day, 60 minutes per hour, and 60 seconds per minute, this means that a time unit lasts 1 second in adventurer mode and 1.2 minutes in fortress mode. Regardless of mode, there are 28 days in a month and 12 months in a year.
In fortress mode, there are 403200 time units every year. At 100 fps, it would take just over an hour to play through one year.
The amount of time it takes a creature to move, fight, or interact is directly proportional to the inverse of its speed and proportional, through an unknown function, to its agility. Typical travel times for dwarves are 10-12 time units per orthogonal tile traveled. Triggered devices can be affected by delays of up to 100 time units; see lever.
Syndromes
Syndromes use time units. A syndrome that lists its effect as starting at "5" means that for all but the fastest characters, you will begin feeling the effects as soon as you take a step. "50" means 50 time units (or about five steps), and "500" reliably suggests that you'll be able to stagger all the way back to the hospital before your brain pours out of your ears.
Plants
Plants use a tag called GROWDUR. The GROWDUR value is generally set to 300 or 500, which is actually 30000 time units or 50000 time units. One growdur is equal to 100 time units.
Hives
Template:L in Template:Ls which produce items (namely Template:Ls which produce Template:L) have the HIVE_PRODUCT Template:L, whose second parameter is the number of time units it takes for a hive to produce the product.
Eggs
The Template:L creature token determines how long eggs will take to hatch.
Lifespan and Development
See Template:L.
Clocks
Based on the fact that Template:Ls take 100 steps to reset, some people have built various time-keeping devices to do various things around the fort, like flooding a trap once a month, or just for fun.