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 "v0.31:Time"

From Dwarf Fortress Wiki
Jump to navigation Jump to search
(some changes)
(old info messing up stats)
Line 5: Line 5:
  
 
== Breakdown ==
 
== Breakdown ==
Time is measured in unnamed units, which are often colloquially referred to as "Time Units." A time unit is equal to one second in adventurer mode.
+
Time is measured in unnamed units, which are often colloquially referred to as "Time Units." Time units are equal to different lengths of day, depending on the mode.
  
The average human (with 1000 speed attribute) takes 10 time units to move one square, the average dwarf (with 900) around 11. {{L|trap|Menacing spikes}} take 40 time units to raise/lower, and other delayed mechanical actions (like {{L|bridge}}s, {{L|floodgate}}s, and resetting {{L|pressure plate}}s) take 100 time units.  
+
In fortress mode, a time unit is equal to 1.2 minutes. There are 1200 time units in a day, 28 days in a month, and 336 days in a year. A year in fortress contains 403200 time units. In adventurer mode, a time unit is exactly 1 second. Thus, adventurer mode is 72 times slower than fortress mode.
  
In fortress mode, a time unit is roughly equal to 1.2 minutes. There are 1200 time units in a day, 28 days in a month, and 336 days in a year. A year in fortress contains 403200 time units.
+
The average human (with 1000 agility attribute) takes 10 time units, regardless of mode, to move one square. The average dwarf (with 900 agility) takes around 11. {{L|trap|Menacing spikes}} take 40 time units to raise/lower. Other delayed mechanical actions (like {{L|bridge}}s, {{L|floodgate}}s, and resetting {{L|pressure plate}}s) take 100 time units each.  
  
 
== Syndromes ==
 
== Syndromes ==
Line 17: Line 17:
 
Plants use a tag called GROWDUR. The GROWDUR value is generally set to 300 or 500, which is actually 30000 or 50000. 1 growdur = 100 time units.
 
Plants use a tag called GROWDUR. The GROWDUR value is generally set to 300 or 500, which is actually 30000 or 50000. 1 growdur = 100 time units.
  
== Fortress Mode ==
+
== Fortress Mode and Adventurer Mode ==
Days pass more quickly in Fortress Mode than Adventurer, specifically, 72 times more quickly. It takes an average dwarf 92.4 minutes to take a single step in Fortress Mode.
+
Days pass more quickly in Fortress Mode than Adventurer Mode, specifically, 72 times more quickly. It takes an average dwarf around 13.2 minutes to take a single step in Fortress Mode. In Adventurer Mode, the same dwarf would only take 11 seconds.

Revision as of 21:50, 20 July 2010

This article is about an older version of DF.

Time in Dwarf Fortress is can be a somewhat complicated subject, but learning the ins and outs of the system is essential for modders and can be of great use to players, as time tracks everything from syndromes to crop growth.


Breakdown

Time is measured in unnamed units, which are often colloquially referred to as "Time Units." Time units are equal to different lengths of day, depending on the mode.

In fortress mode, a time unit is equal to 1.2 minutes. There are 1200 time units in a day, 28 days in a month, and 336 days in a year. A year in fortress contains 403200 time units. In adventurer mode, a time unit is exactly 1 second. Thus, adventurer mode is 72 times slower than fortress mode.

The average human (with 1000 agility attribute) takes 10 time units, regardless of mode, to move one square. The average dwarf (with 900 agility) takes around 11. Template:L take 40 time units to raise/lower. Other delayed mechanical actions (like Template:Ls, Template:Ls, and resetting Template:Ls) take 100 time units each.

Syndromes

Syndromes use time units. A syndrome that lists its effect as starting at "5" means that for all but the fastest characters, you will begin feeling the effects as soon as you take a step. "50" means 50 time units (or about five steps), and "500" reliably suggests that you'll be able to stagger all the way back to the hospital before your brain pours out of your ears.

Plants

Plants use a tag called GROWDUR. The GROWDUR value is generally set to 300 or 500, which is actually 30000 or 50000. 1 growdur = 100 time units.

Fortress Mode and Adventurer Mode

Days pass more quickly in Fortress Mode than Adventurer Mode, specifically, 72 times more quickly. It takes an average dwarf around 13.2 minutes to take a single step in Fortress Mode. In Adventurer Mode, the same dwarf would only take 11 seconds.