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40d:Design strategies
3D Map Format
The map is divided in levels. Tiles on each level are composed by whatever is on that tile, and the floor (or absence of floor) below it. A virgin rock tile is composed of a wall of rock and a floor of rock, for example.
In the following examples, # is a wall of rock = is a floor of rock > is a stair down < is a stair up
Side view:
# Level 1 = Level 1 + @ Level 0 ========<= Level 0 ####### > Level -1 ========== Level -1
A channel removes the floor on the level it was designated, and the wall on the level below.
@ 0 === ===== 0 ### ##### -1 ========= -1
Mining removes the walls, but does not affect the floors.
1 ========= 1 @### 0 ========= 0
Stairs down only remove the floor, and stairs up do not affect the floor or the ceiling. Stairs up+down act as a combination of both.
1 ==>=>==== 1 Level 1 view Level 0 view Level -1 view < X 0 ############ ############ ############ ====X=>== 0 > > < X > < < < < -1 ############ ############ ############ ========= -1
Upramps remove the ceiling above them and create a down-ramp automatically. They can't be used by dwarves unless built specifically. Upramps can be found in the same submenu of the (d)esignation menu as up- and down-staircases. (todo: include how here)
1 ====v==== 1 ^#### 0 ========= 0