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Editing 40d:Z-axis
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''(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 [[Status]] screen)'' | ||
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− | 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 | + | 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. |
__TOC__ | __TOC__ | ||
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The z-axis is believed to be in part of the game engine that calculates accuracy of weapons based on where dwarves are, how missiles fly, and other similar considerations.{{verify}} | The z-axis is believed to be in part of the game engine that calculates accuracy of weapons based on where dwarves are, how missiles fly, and other similar considerations.{{verify}} | ||
− | To move up and down, use {{k|<}} and {{k|>}} (which are {{k|shift}}{{k|,}} and {{k|shift}}{{k|.}} | + | To move up and down, use {{k|<}} and {{k|>}} (which are {{k|shift}}{{k|,}} and {{k|shift}}{{k|.}}). You can also move up and down using the numpad with {{k|shift}}{{k|5}} and {{k|ctrl}}{{k|5}}, which is especially convenient for players who use the numpad for horizontal navigation. |
== Keeping track of where you are == | == Keeping track of where you are == | ||
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== 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 | + | 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.)'' | ||
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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 [[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'' | + | 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'' pierce the layer above it, but requires a down-stair to 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. See [[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 [[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]]. |