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.

Difference between revisions of "40d:Z-axis"

From Dwarf Fortress Wiki
Jump to navigation Jump to search
m (Added dig link and a title)
m (the hammer of justice falls on more Toral G.....)
 
(34 intermediate revisions by 20 users not shown)
Line 1: Line 1:
The Z-Axis is known in math as the "third axis".
+
{{av}}{{Quality|Exceptional|02:32, 25 May 2010 (UTC)}}
 +
''(If you're looking for information on the {{key|z}} key, see [[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.
 +
 
 +
__TOC__
 +
 
 +
== 3 dimensions ==
  
 
It's easy to think of a graph with an x-axis and a y-axis, right?
 
It's easy to think of a graph with an x-axis and a y-axis, right?
  
The X-Axis goes left to right, whilst the Y-Axis goes down to up.
+
In the Dwarf Fortress map view, traveling east or west moves you along the x-axis, and traveling north or south moves you along the y-axis. Traveling higher or deeper moves you along the z-axis.
  
 +
[[Image:3_dimensions.png]]
 +
 +
The z-axis, as you can see, is perpendicular to both the x-axis and the y-axis to create a 3D coordinate system, which is what Dwarf Fortress is based in.
 +
 +
Thus, objects described with only two axes are two-dimensional, whilst objects with depth measured along the z-axis are three-dimensional.
  
[[Image:3_dimensions.png]]
+
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}}
Here we can see the three axes...
+
 
 +
To move up and down, use {{k|<}} and {{k|>}} (which are {{k|shift}}{{k|,}} and {{k|shift}}{{k|.}} in most keyboard layouts).  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 ==
 +
 
 +
In fortress mode, the right-hand margin shows your location on the z-axis.  Blue is above ground, brown is below ground, and the bright spot in the middle (yellow or cyan) shows the current level. This reflects the elevation profile for the spot the cursor is currently over. Moving up or down will not change the position of the bright marker, but will instead shift the whole bar under it. The number at the top shows how many levels above or below the surface the spot currently is. The number at the bottom is the total elevation of the current level.
 +
 
 +
== 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.
 +
 
 +
:''(* 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.)''
 +
 
 +
So you have something like this...
 +
 
 +
Level 0
 +
__________<br />
 +
LEVEL-1
 +
__________<br />
 +
LEVEL-2
 +
__________<br />
 +
LEVEL-3
 +
__________<br />
 +
(etc...)
  
 +
...where each line is the boundary between the level above and below it.
  
The Z-Axis, as you can see, goes perpendicular to both the X-Axis and the Y-Axis to create a 3-D coordinate system, which is essentially what Dwarf Fortress is based in.
+
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.
  
Thus, objects described with only 2 axes are 2 dimensional, whilst objects with depth measured along the Z-Axis are 3 dimensional.
+
[[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.)
  
In Dwarf Fortress, the Z-Axis is a fairly recent addition to the game that allows players to [[dig]] holes down into mountains, or up into mountains, see where exactly those trees are, dig ditches... etc.
+
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.)'' 
  
The Z-Axis is also believed to be in part of the game engine that calculates accuracy of weapons based on where dwarves are, how missiles fly, and other considerations.
+
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.)''
  
== Moving in the Z-Axis ==
+
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]].
  
The Default Key-Bindings to shift what part of the Z-axis plane you are viewing are
+
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.
  
Shift + Numpad5 (supposedly shifts viewing plane up, but I was unable to reproduce -- [[User:Alfador|Alfador]] 21:44, 30 October 2007 (EDT))
+
<!-- needs categories -->
 +
<!-- This page needs pictures showing the visual differences between height levels -->
 +
[[Category:Guides]]
  
Control + Numpad5 (shifts viewing plane down)
 
  
Shift + . (>) (shifts viewing plane down)
+
----
  
Shift + , (<) (shifts viewing plane up)
 
  
 +
''See also:''
 +
:* [[water]]
 +
:* [[magma]]
 +
:* [[flood]]ing
 +
:* [[miasma]]
 +
:* [http://mkv25.net/dfma DF Map Archive] - a community site for sharing maps, lets visitors browse vertically through z-levels in exported maps
  
== Related Articles ==
 
  
[[Design_strategies|Design Strategies]]
+
{{Game Basics FAQ}}

Latest revision as of 18:14, 26 July 2021

This article is about an older version of DF.

(If you're looking for information on the z key, see 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 < (up) and > (down) keys. It was added to Fortress mode in version 0.27.169.32a; in prior versions, it was only available in Adventurer mode.

3 dimensions[edit]

It's easy to think of a graph with an x-axis and a y-axis, right?

In the Dwarf Fortress map view, traveling east or west moves you along the x-axis, and traveling north or south moves you along the y-axis. Traveling higher or deeper moves you along the z-axis.

3 dimensions.png

The z-axis, as you can see, is perpendicular to both the x-axis and the y-axis to create a 3D coordinate system, which is what Dwarf Fortress is based in.

Thus, objects described with only two axes are two-dimensional, whilst objects with depth measured along the z-axis are three-dimensional.

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 < and > (which are shift, and shift. in most keyboard layouts). You can also move up and down using the numpad with shift5 and ctrl5, which is especially convenient for players who use the numpad for horizontal navigation.

Keeping track of where you are[edit]

In fortress mode, the right-hand margin shows your location on the z-axis. Blue is above ground, brown is below ground, and the bright spot in the middle (yellow or cyan) shows the current level. This reflects the elevation profile for the spot the cursor is currently over. Moving up or down will not change the position of the bright marker, but will instead shift the whole bar under it. The number at the top shows how many levels above or below the surface the spot currently is. The number at the bottom is the total elevation of the current level.

Boundaries between layers[edit]

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.

(* 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.)

So you have something like this...

Level 0 
__________
LEVEL-1 __________
LEVEL-2 __________
LEVEL-3 __________
(etc...)

...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 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.)

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 (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.)

Boundaries also act as "support" for building, constructions, 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.

In open space, the boundaries have already been removed. Constructions, such as floors or walls, can replace boundaries between levels, re-sealing them.




See also: