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Editing v0.34:Time
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'''Time''' is an integral part of any simulation, none the least in a simulation as complex as Dwarf Fortress. Time is measured internally in unnamed units, commonly dubbed "ticks" by the community. Each tick represents one step in the Dwarf Fortress program, requiring calculations related to [[speed|unit movement]], [[flow|fluid movement]], [[temperature|temperature transfer]], various event checks, [[combat|combat checks]], [[path|pathing checks]], [[job|job changes]], [[skill|experience ticks]] - basically everything required to run the program, broken up between individual lumps of time. These ticks are then bundled up against days, months, seasons, and then years under the dwarven [[calendar]], which are then further engrossed within individual, context-sensitive [[Calendar#Ages|ages]]. For a discussion on the greater passage of time, see [[Calendar]]; this page is focused on the lower-level, "unit-based", in-game passage of time. | '''Time''' is an integral part of any simulation, none the least in a simulation as complex as Dwarf Fortress. Time is measured internally in unnamed units, commonly dubbed "ticks" by the community. Each tick represents one step in the Dwarf Fortress program, requiring calculations related to [[speed|unit movement]], [[flow|fluid movement]], [[temperature|temperature transfer]], various event checks, [[combat|combat checks]], [[path|pathing checks]], [[job|job changes]], [[skill|experience ticks]] - basically everything required to run the program, broken up between individual lumps of time. These ticks are then bundled up against days, months, seasons, and then years under the dwarven [[calendar]], which are then further engrossed within individual, context-sensitive [[Calendar#Ages|ages]]. For a discussion on the greater passage of time, see [[Calendar]]; this page is focused on the lower-level, "unit-based", in-game passage of time. | ||
− | == | + | == Mechanics == |
+ | === Ticks === | ||
How much a tick in time is worth against the yearly dwarven [[calendar]] depends on the game mode, as time in fortress mode is much more heavily accelerated than it is in adventurer mode. Fortress mode counts 1200 ticks per day and 403200 per year, while adventurer mode counts 86400 ticks to a day and therefore 29030400 ticks per year. According to these rates, each tick is equivalent to a real-world second in adventurer mode, but 1.2 ''minutes'' in fortress mode, making adventurers ''72'' times faster than your dwarves tick-for-tick. This is intended behavior, as the pacing in fortress mode is much, ''much'' faster than when adventuring. | How much a tick in time is worth against the yearly dwarven [[calendar]] depends on the game mode, as time in fortress mode is much more heavily accelerated than it is in adventurer mode. Fortress mode counts 1200 ticks per day and 403200 per year, while adventurer mode counts 86400 ticks to a day and therefore 29030400 ticks per year. According to these rates, each tick is equivalent to a real-world second in adventurer mode, but 1.2 ''minutes'' in fortress mode, making adventurers ''72'' times faster than your dwarves tick-for-tick. This is intended behavior, as the pacing in fortress mode is much, ''much'' faster than when adventuring. | ||
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Dwarf Fortress is an ''extremely'' processor-intensive game, and so how many frames you actually get per second will depend on the strength of your machine, how far into the game and how clutter there is in it, whether or not you are not taking any fps-saving measures, what mods or other programs you are running, and so on. Regardless of mode, there are 28 days in a month and 12 months in a year. Assuming an FPS of 100, not counting pauses an hour of fortress mode gameplay will translate into a year in-game. | Dwarf Fortress is an ''extremely'' processor-intensive game, and so how many frames you actually get per second will depend on the strength of your machine, how far into the game and how clutter there is in it, whether or not you are not taking any fps-saving measures, what mods or other programs you are running, and so on. Regardless of mode, there are 28 days in a month and 12 months in a year. Assuming an FPS of 100, not counting pauses an hour of fortress mode gameplay will translate into a year in-game. | ||
− | == | + | === Creatures === |
− | = | + | The amount of time it takes a creature to move, fight, or interact is directly proportional to its [[speed]] and inversely proportional to its [[agility]] and its [[strength]]. All creatures with default speed, regardless of their strength or agility, take between 5 and 16 time units per orthogonal tile traveled. Diagonal tile travel times are 362/256 times that amount, so they take between 8 and 23 time units for creatures with default speed. Median dwarves take approximately 10.5 time units and 14.9 time units to travel orthogonally or diagonally respectively. Triggered devices can be affected by delays of up to 100 time units; see [[lever]]. |
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− | + | === Syndromes === | |
+ | [[Syndrome]]s use time units. A syndrome that lists its effect as starting at "5" means that for all but the [[Elf|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 [[Giant desert scorpion|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 time units or 50000 time units. One growdur is equal to 100 time units. | |
− | === | + | === Hives === |
− | + | [[Vermin]] in [[hive]]s which produce items (namely [[bee]]s which produce [[honey]]) have the HIVE_PRODUCT [[creature token]], whose second parameter is the number of time units it takes for a hive to produce the product. | |
− | === | + | === Lifespan and Development === |
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See [[Age]]. | See [[Age]]. | ||
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== Clocks == | == Clocks == |