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Difference between revisions of "v0.31:Z-level"
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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.]] | {{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.]] | ||
− | Z-Level describes vertical space (depth or altitude) within Dwarf Fortress, analogous to the | + | 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. |
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. | 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. | ||
− | Numerous factors available in | + | 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.) |
− | Reducing the number of z-levels, especially cavern levels, can reduce processor demand and boost | + | 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. |
Revision as of 17:39, 8 December 2011
This article is about an older version of DF. |
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 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.
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.