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Editing Surroundings

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[[File:v50_surroundings_preview.png|450px|right]]'''Surroundings''' affect the types of [[crop|plant]] life, wild [[animal]]s and [[creatures]] which will appear in play within a given [[biome]]. The surrounding type is formed of two components: spirit and savagery. It is possible to start a [[fortress]] that overlaps multiple alignment types (for example, a terrifying [[forest]] and a calm [[shrubland]]). Some players consider this desirable, as it provides diversity in your little corner of the world, but it also has its dangers in the form of more ferocious wildlife.
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[[File:surroundings_preview.png|thumb|400px|right|A good biome, neutral biome and a bloody, evil biome.]]'''Surroundings''' affect the types of [[crop|plant]] life, wild [[animal]]s and [[creatures]] which will appear in play within a given [[biome]]. The surrounding type is formed of two components: spirit and savagery. It is possible to start a [[fortress]] that overlaps multiple alignment types (for example, a terrifying [[forest]] and a calm [[shrubland]]). Some players consider this desirable, as it provides diversity in your little corner of the world, but it also has its dangers in the form of more ferocious wildlife.
  
 
Some plants and animals are unique to a certain type of surroundings and will only be found if those surroundings are present on the map. Note that most creatures also require a specific [[climate]] to spawn in. Again, it's important to check the specific biomes making up your site. Once a [[creature]] spawns on the map, it is under no compulsion to stay in its own biome and can roam as it pleases. Because of this, the specifics of what means what can be difficult to pin down sometimes.
 
Some plants and animals are unique to a certain type of surroundings and will only be found if those surroundings are present on the map. Note that most creatures also require a specific [[climate]] to spawn in. Again, it's important to check the specific biomes making up your site. Once a [[creature]] spawns on the map, it is under no compulsion to stay in its own biome and can roam as it pleases. Because of this, the specifics of what means what can be difficult to pin down sometimes.
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===Good===
 
===Good===
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:Including {{DFtext|Serene|1:1}}, {{DFtext|Mirthful|2:1}} and {{DFtext|Joyous Wilds|3:1}}
 
:Including {{DFtext|Serene|1:1}}, {{DFtext|Mirthful|2:1}} and {{DFtext|Joyous Wilds|3:1}}
  
 
[[File:good_biome_v50.png|thumb|120px|left|A sharp green good biome.]]'''Good''' biomes tend to have less aggressive (often {{token|BENIGN}}) and weaker [[creatures]], except for the [[unicorn]]. They also tend to have more [[fanciful]] creatures than neutral biomes. Good regions also support the wild [[sun berry]], which makes the best [[alcohol]] in the game. There are generally slight changes between ''Benign Good'' and ''Savage Good''. Though these biomes are the safest in the game, they can still come with a challenge. Therefore, players should still not be too complacent.
 
[[File:good_biome_v50.png|thumb|120px|left|A sharp green good biome.]]'''Good''' biomes tend to have less aggressive (often {{token|BENIGN}}) and weaker [[creatures]], except for the [[unicorn]]. They also tend to have more [[fanciful]] creatures than neutral biomes. Good regions also support the wild [[sun berry]], which makes the best [[alcohol]] in the game. There are generally slight changes between ''Benign Good'' and ''Savage Good''. Though these biomes are the safest in the game, they can still come with a challenge. Therefore, players should still not be too complacent.
  
Good biomes will appear to have more vibrant colors than their neutral and evil counterparts, and may also have yellow flowers. Good savage biomes will have pink flowers instead. Frozen areas will have a sparkle to them. In ASCII mode, good regions will appear as blue.
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Good biomes will usually appear as luscious green patches, with that green being a more vibrant and sharp green than neutral biomes.
  
 
====Distinctive flora & fauna====
 
====Distinctive flora & fauna====
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===Neutral===
 
===Neutral===
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:Including {{DFtext|Calm|7:0}}, {{DFtext|Wilderness|2:0}} and {{DFtext|Untamed Wilds|6:1}}
 
:Including {{DFtext|Calm|7:0}}, {{DFtext|Wilderness|2:0}} and {{DFtext|Untamed Wilds|6:1}}
  
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:Including {{DFtext|Sinister|5:0}}, {{DFtext|Haunted|5:1}} and {{DFtext|Terrifying|5:1}}
 
:Including {{DFtext|Sinister|5:0}}, {{DFtext|Haunted|5:1}} and {{DFtext|Terrifying|5:1}}
  
[[File:bad_biome_v50.png|frame|left|Dark brown patch of an evil biome.]]'''Evil''' regions are much more dangerous and strange than their ''Neutral'' and ''Good'' counterparts across the board. First, in addition to the ordinary wildlife native to the biome, various other [[creatures]] that are nasty, dangerous, and spiteful such as [[beak dog]]s, [[harpy|harpies]], and [[ogre]]s can be found in evil regions.
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[[File:bad_biome_v50.png|frame|left|Dark brown patch of an evil biome.]]'''Evil''' regions are much more dangerous and strange than their ''Neutral'' and ''Good'' counterparts across the board. First, in addition to the ordinary wildlife native to the biome, various other [[creatures]] that are nasty, dangerous, and spiteful such as [[beak dog]]s, [[harpy|harpies]], and [[ogre]]s can be found in evil regions.  
  
Evil regions may exist either on their own (where they are known as "primordial" evil regions) or they may be caused by the presence of [[demon]]s or [[necromancer]]s ruling over a [[site]] in it (known as "circumstantial" evil regions). An evil region possesses [[sphere]]s associated with the entities, if any, inhabiting it, which influences the surroundings to some extent. E.G: Blight, death, and disease regions kill plant life, while nightmare regions are home to [[Bogeyman|bogeymen]]. Primordial evil areas are eternal, but circumstantial evil regions may fade away if there is no activity in the area, making it possible to revert it back to normal. Presumably, slaying the demons or necromancers responsible for the corruption is the way to do so.
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Evil regions may exist either on their own (where they are known as "primordial" evil regions) or they may be caused by the presence of [[demon]]s or [[necromancer]]s ruling over a [[site]] in it (known as "circumstantial" evil regions). An evil region possesses [[sphere]]s associated with the entities, if any, inhabiting it, which influences the surroundings to some extent. E.G: Blight, death, and disease regions kill plant life, while nightmare regions are home to [[Bogeyman|bogeymen]]. Primordial evil areas are eternal, but circumstantial evil regions may fade away if there is no activity in the area, making it possible to revert it back to normal. Presumably, slaying the demons or necromancers responsible for the corruption is the way to do so.{{version|0.47.01}}
  
 
Most evil regions have associated evil [[weather]]. Evil clouds can inflict various [[syndrome]]s on par with those of [[forgotten beast]]s, or instantly transform creatures into freakishly powerful [[Undead#Thralls, Husks, and_Zombies|thralls]].  Evil rains may also inflict random evil syndromes, albeit less severe ones, and always cause unhappy [[thought]]s and a desire to wash (evil!). Evil rain won't refill pools, but a single evil biome may have both evil and regular rain, even at the same time.
 
Most evil regions have associated evil [[weather]]. Evil clouds can inflict various [[syndrome]]s on par with those of [[forgotten beast]]s, or instantly transform creatures into freakishly powerful [[Undead#Thralls, Husks, and_Zombies|thralls]].  Evil rains may also inflict random evil syndromes, albeit less severe ones, and always cause unhappy [[thought]]s and a desire to wash (evil!). Evil rain won't refill pools, but a single evil biome may have both evil and regular rain, even at the same time.
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Evil regions are so inhospitable that beginners might find evil surroundings—even ''Benign Evil''—too difficult. Still, players may wish to embark in such surroundings for <s>a challenge</s> [[fun]].
 
Evil regions are so inhospitable that beginners might find evil surroundings—even ''Benign Evil''—too difficult. Still, players may wish to embark in such surroundings for <s>a challenge</s> [[fun]].
  
Evil regions can appear on the map as either dark brown or a dim sandy brown. Ice will also appear more dim. Savage evil areas may show more wormy tendrils. In ASCII mode, evil areas can appear as magenta, grey and red; brown can be seen in ocean and lake areas. There is no functional difference between these regions.
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Evil regions can appear on the map as either dark brown or a dim sandy brown. There is no functional difference between these regions.
  
 
: ''So, in ASCII, for most regions (not oceans apparently), there's a special variable that says whether an evil region is gray-red, or light/dark magenta.  It defaults to zero, which is the magenta version, but when the "evilify" region function is called, it is randomized from 0-1.  There's also a version of this function used for circumstantially evil areas, and it appears to also set the variable from 0-1.  If either of those things aren't working, then the colors would probably all be magenta.''
 
: ''So, in ASCII, for most regions (not oceans apparently), there's a special variable that says whether an evil region is gray-red, or light/dark magenta.  It defaults to zero, which is the magenta version, but when the "evilify" region function is called, it is randomized from 0-1.  There's also a version of this function used for circumstantially evil areas, and it appears to also set the variable from 0-1.  If either of those things aren't working, then the colors would probably all be magenta.''
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: Including {{DFtext|Untamed Wilds|6:1}}, {{DFtext|Joyous Wilds|3:1}} and {{DFtext|Terrifying|5:1}}
 
: Including {{DFtext|Untamed Wilds|6:1}}, {{DFtext|Joyous Wilds|3:1}} and {{DFtext|Terrifying|5:1}}
  
'''Savage''' surroundings are the only surroundings which have [[giant animal|giant]] and [[animal people|humanoid]] versions of some animals. It is also possible that two groups of animals happen outside on a savage biome, instead of one. They are also far more varied in wildlife than the other biomes. Graphically, good savage biomes can have pink flowers, even in barren biomes, while evil savage biomes may show more wormy tendrils. Savage icy, frozen areas will have cracks in the ice. Oceanic savage areas will show more erratic looking waves.
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'''Savage''' surroundings are the only surroundings which have [[giant animal|giant]] and [[animal people|humanoid]] versions of some animals. It is also possible that two groups of animals happen outside on a savage biome, instead of one. They are also far more varied in wildlife than the other biomes.
  
 
Most of the creatures in savage biomes will leave you alone, especially the animal people, who are harmless (with a few exceptions), and most of the giant creatures will not be hostile, but then again, a savage biome may just surprise you with [[giant kea]]s or [[giant badger]]s, and some of the creatures found in savage biomes are dangerous indeed. If you don't know what to expect, just look it up. "Savage Good" regions are called Joyous Wilds, "Savage Neutral" regions are called Untamed Wilds, and "Savage Evil" regions are called <s>excessively fun</s> Terrifying.
 
Most of the creatures in savage biomes will leave you alone, especially the animal people, who are harmless (with a few exceptions), and most of the giant creatures will not be hostile, but then again, a savage biome may just surprise you with [[giant kea]]s or [[giant badger]]s, and some of the creatures found in savage biomes are dangerous indeed. If you don't know what to expect, just look it up. "Savage Good" regions are called Joyous Wilds, "Savage Neutral" regions are called Untamed Wilds, and "Savage Evil" regions are called <s>excessively fun</s> Terrifying.
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Savage biomes also house [[whip vine]]s, a high-value millable/brewable aboveground crop, and [[highwood]]s, a slow-growing tree that can grow as thick as 3×3.
 
Savage biomes also house [[whip vine]]s, a high-value millable/brewable aboveground crop, and [[highwood]]s, a slow-growing tree that can grow as thick as 3×3.
  
As of v50.01, animals can become ''agitated'', which increases their proactive desire to attack your dwarves. This behavior occurs only in Savage regions.
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As of v50.01, animals can become ''agitated'', which increases their proactive desire to attack your dwarves. This behavior occurs much earlier and more frequently in Savage regions, and presumably less so in Calm regions.
  
 
Civilizations, except for [[elf|elves]], who are naturally at peace with animals, typically do not settle in high-savagery regions, which may cause problems during [[world generation]] if the game can't find enough low-savagery regions to place civilizations in.  
 
Civilizations, except for [[elf|elves]], who are naturally at peace with animals, typically do not settle in high-savagery regions, which may cause problems during [[world generation]] if the game can't find enough low-savagery regions to place civilizations in.  

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