v50 Steam/Premium information for editors
  • v50 information can now be added to pages in the main namespace. v0.47 information can still be found in the DF2014 namespace. See here for more details on the new versioning policy.
  • Use this page to report any issues related to the migration.
This notice may be cached—the current version can be found here.

Editing 40d:Z-axis

Jump to navigation Jump to search

Warning: You are not logged in.
Your IP address will be recorded in this page's edit history.

You are editing a page for an older version of Dwarf Fortress ("Main" is the current version, not "40d"). Please make sure you intend to do this. If you are here by mistake, see the current page instead.

The edit can be undone. Please check the comparison below to verify that this is what you want to do, and then save the changes below to finish undoing the edit.

Latest revision Your text
Line 1: Line 1:
 
{{av}}{{Quality|Exceptional|02:32, 25 May 2010 (UTC)}}
 
{{av}}{{Quality|Exceptional|02:32, 25 May 2010 (UTC)}}
''(If you're looking for information on the {{key|z}} key, see [[Status]] screen)''
+
''(If you're looking for information on the {{key|z}} key, see {{L|Status}} screen)''
  
 
----
 
----
  
  
The third axis is known in math as the '''z-axis'''.  It measures "up and down" distances.  A '''z-level''' is one layer of the map that can be viewed at a time.  Changing z-levels is done with the {{k|<}} (up) and {{k|>}} (down) keys. It was added to Fortress mode in version 0.27.169.32a; in prior versions, it was only available in Adventurer mode.
+
The third axis is known in math as the '''z-axis'''.  It measures "up and down" distances.  A '''z-level''' is one layer of the map that can be viewed at a time.  Changing z-levels is done with the {{k|<}} (up) and {{k|>}} (down) keys. It was added in version 27.169.32a.
  
 
__TOC__
 
__TOC__
Line 31: Line 31:
 
== Boundaries between layers ==
 
== Boundaries between layers ==
  
There are effectively two parts to z-layers - the layer itself (the z-level where stuff happens, things exist and dwarves work), and the boundary* ''between'' those layers/levels.  These "boundaries" are just that - boundaries - they have no thickness, dwarves and items are never found there, and nothing ever happens there - but they act as barriers between adjacent layers.
+
There are effectively two parts to z-layers - the layer itself (the z-level where stuff happens, things exist and dwarfs work), and the boundary* ''between'' those layers/levels.  These "boundaries" are just that - boundaries - they have no thickness, dwarfs and items are never found there, and nothing ever happens there - but they act as barriers between adjacent layers.
  
 
:''(* The word "boundary" is not an in-game term. You will never see a boundary, only see the effects when one is pierced, giving access, desired or undesired, between levels.    You can think of the "boundary" as the "floor", but that's not perfectly accurate in all situations - but close enough to start.)''
 
:''(* The word "boundary" is not an in-game term. You will never see a boundary, only see the effects when one is pierced, giving access, desired or undesired, between levels.    You can think of the "boundary" as the "floor", but that's not perfectly accurate in all situations - but close enough to start.)''
Line 49: Line 49:
 
...where each line is the boundary between the level above and below it.
 
...where each line is the boundary between the level above and below it.
  
The barrier is invisible - you only see the different layers.  But once pierced, creatures and items can move/fall through a boundary, and [[miasma]] and [[flow|fluids]] can pass through as well.  With some actions, you remove just a layer, and with some you also pierce the boundary.
+
The barrier is invisible - you only see the different layers.  But once pierced, creatures and items can move/fall through a boundary, and {{L|miasma}} and {{L|flow|fluids}} can pass through as well.  With some actions, you remove just a layer, and with some you also pierce the boundary.
  
[[Mining]] is simply tunneling - you dig out the stuff of the level itself, and never touch the upper or lower boundary.  Tunnels, rooms, and even up [[stairs]] exist on single z-levels.  (Downstairs or up/down stairs too, but they pierce the lower boundary.)
+
{{L|Mining}} is simply tunneling - you dig out the stuff of the level itself, and never touch the upper or lower boundary.  Tunnels, rooms, and even up {{L|stairs}} exist on single z-levels.  (Downstairs or up/down stairs too, but they pierce the lower boundary.)
  
When you dig a [[ramp]], you pierce the barrier ''above'' you into the z-level above the level you are on. ''(The ramp is on the lower level only, but is also visible from the upper.)''   
+
When you dig a {{L|ramp}}, you pierce the barrier ''above'' you into the z-level above the level you are on. ''(The ramp is on the lower level only, but is also visible from the upper.)''   
  
When you dig a down-[[stair]] or a [[channel]], you pierce the barrier ''below'' the level you are on.  ''(Note that an upstairs does ''not'' (usually) pierce the layer above it, but requires a down-stair to pierce the boundary above it to provide a path between levels.  A down-stair alone does not provide a complete path to the lower level. An upstair dug directly below another upstair '''does'' pierce the boundary between them, and turns the upper up-stair into an up/down stair.  See [[stairs]] for a complete discussion.)''
+
When you dig a down-{{L|stair}} or a {{L|channel}}, you pierce the barrier ''below'' the level you are on.  ''(Note that an upstairs does ''not'' (usually) pierce the layer above it, but requires a down-stair to pierce the boundary above it to provide a path between levels.  A down-stair alone does not provide a complete path to the lower level. An upstair dug directly below another upstair '''does'' pierce the boundary between them, and turns the upper up-stair into an up/down stair.  See {{L|stairs}} for a complete discussion.)''
  
Boundaries also act as "support" for [[building]], [[construction]]s, and natural formations above them.  If you [[channel]] out completely around something, and there is no "layer" supporting it either from above or below, it will [[collapse]].
+
Boundaries also act as "support" for {{L|building}}, {{L|construction}}s, and natural formations above them.  If you {{L|channel}} out completely around something, and there is no "layer" supporting it either from above or below, it will {{L|collapse}}.
  
In open space, the boundaries have already been removed.  [[Constructions]], such as [[floor]]s or [[wall]]s, can replace boundaries between levels, re-sealing them.
+
In open space, the boundaries have already been removed.  {{L|Constructions}}, such as {{L|floor}}s or {{L|wall}}s, can replace boundaries between levels, re-sealing them.
  
 
<!-- needs categories -->
 
<!-- needs categories -->
Line 70: Line 70:
  
 
''See also:''
 
''See also:''
:* [[water]]
+
:* {{L|water}}
:* [[magma]]
+
:* {{L|magma}}
:* [[flood]]ing
+
:* {{L|flood}}ing
:* [[miasma]]
+
:* {{L|miasma}}
 
:* [http://mkv25.net/dfma DF Map Archive] - a community site for sharing maps, lets visitors browse vertically through z-levels in exported maps
 
:* [http://mkv25.net/dfma DF Map Archive] - a community site for sharing maps, lets visitors browse vertically through z-levels in exported maps
  
  
 
{{Game Basics FAQ}}
 
{{Game Basics FAQ}}

Please note that all contributions to Dwarf Fortress Wiki are considered to be released under the GFDL & MIT (see Dwarf Fortress Wiki:Copyrights for details). If you do not want your writing to be edited mercilessly and redistributed at will, then do not submit it here.
You are also promising us that you wrote this yourself, or copied it from a public domain or similar free resource. Do not submit copyrighted work without permission!

To protect the wiki against automated edit spam, we kindly ask you to solve the following CAPTCHA:

Cancel Editing help (opens in new window)

Templates used on this page: