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− | A '''biome''' is a biotic area with homogeneous features, characterized by distinctive | + | A '''biome''' is a biotic area with homogeneous features, characterized by distinctive {{L|plant}}s, {{L|creatures|animal species}} and {{L|climate}}. A biome will also contain only one set of stone layers, though these usually expand beyond a single biome. Your {{L|dwarves}} will find different resources depending on which biomes they select when starting a fort. |
== Selecting a biome == | == Selecting a biome == | ||
− | Biomes are important when choosing a fortress location in order to understand your | + | Biomes are important when choosing a fortress location in order to understand your {{L|surroundings}}. Individual biomes, which form at least one map-tile of your embark location, can be cycled with the {{Key|F#}}-keys; for example, an area with 3 biomes present can be cycled using {{Key|F1}}, {{Key|F2}} and {{Key|F3}}. The selected biome will be highlighted with flashing Xs on the Local Map, and the biome's information will be displayed on the right side of the screen. ''(See the {{L|Indecisive%27s_illustrated_fortress_mode_tutorial|illustrated guide}} for more detail).'' |
== Understanding Biomes == | == Understanding Biomes == | ||
− | Selecting different Biomes gives you some ability to influence the difficulty of your game. Each biome has a different set of resources; the availability of | + | Selecting different Biomes gives you some ability to influence the difficulty of your game. Each biome has a different set of resources; the availability of {{L|tree}}s, {{L|sand}}, certain {{L|plant}}s or {{L|animal}}s, and sometimes {{L|water}} is specific to a particular biome, and different biomes may have different stone layers containing {{L|flux}}, {{L|coal}}, useful {{L|ore}}s, or a high chance of {{L|magma}}. {{L|Mountain}}s have a lot of {{L|ore}} and some exclusive {{L|underground river|features}}, but no {{L|soil}}. |
− | Generally it is advantageous to plot your embark | + | Generally it is advantageous to plot your embark {{L|location}} at the convergence of multiple different biomes, the more the better (within reason) - which is made easier if you enlarge your starting embarkation area. However, it is not usually too hard to find three or four biomes using the default size. |
− | * ''Note: Making the starting plot larger will slow your game down considerably; likewise, a small embark area can dramatically increase framerate.'' | + | * ''Note: Making the starting plot larger will slow your game down considerably; likewise, a small embark area can dramatically increase framerate.{{version|0.28.181.40d}}'' |
− | By making use of several biomes you can provide more resources for your fort. Making sure one of your biomes contains either a broadleaf or conifer | + | By making use of several biomes you can provide more resources for your fort. Making sure one of your biomes contains either a broadleaf or conifer {{L|forest}} will provide you with an ample supply of {{L|tree}}s, even if the rest of your plot extends into badlands and {{L|desert}}. You might get wood from a forest, ore from a mountain, and flux from {{L|hills}} that just happen to have a flux layer; many other permutations are possible. |
− | Any biome can have any set of | + | Any biome can have any set of {{L|surroundings}}; for example a {{L|glacier}} could be {{L|haunted}}, {{L|wilderness}} or {{L|mirthful}}. However, a named region (which is a contiguous area of one category of biomes, such as forests or wetlands) will be either good, neutral, or evil. It is not uncommon to see a large mountain range with one alignment and a few mountains, disconnected from the main mountain range by a single region tile, with a different alignment. Therefore, the more biomes you have, the more likely it is to have several alignments, if so desired. |
− | If your plot contains only | + | If your plot contains only {{L|ocean}}, {{L|lake}} or {{L|mountain}} biomes you will not be able to embark. The dwarves would have difficulty parking their {{L|wagon}} on water, while mountains are too barren and remote to reach. |
The exact process is unknown, but no relation has been found between biomes and the stone layers that lie deep beneath them in the same area block. | The exact process is unknown, but no relation has been found between biomes and the stone layers that lie deep beneath them in the same area block. | ||
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== Available Biomes == | == Available Biomes == | ||
− | === | + | === {{L|Temperate}} === |
− | * | + | *Temperate {{L|lake|brackish lake}} |
− | * | + | *Temperate {{L|pool|brackish pool}} |
− | * | + | *Temperate {{L|river|brackish river}} |
+ | *Temperate {{L|broadleaf forest}} | ||
+ | *Temperate {{L|coniferous forest}} | ||
+ | *Temperate {{L|grassland}} | ||
+ | *Temperate {{L|lake|freshwater lake}} | ||
+ | *Temperate {{L|marsh|freshwater marsh}} | ||
+ | *Temperate {{L|pool|freshwater pool}} | ||
+ | *Temperate {{L|river|freshwater river}} | ||
+ | *Temperate {{L|swamp|freshwater swamp}} | ||
+ | *Temperate {{L|ocean}} | ||
+ | *Temperate {{L|lake|saltwater lake}} | ||
+ | *Temperate {{L|marsh|saltwater marsh}} | ||
+ | *Temperate {{L|pool|saltwater pool}} | ||
+ | *Temperate {{L|river|saltwater river}} | ||
+ | *Temperate {{L|swamp|saltwater swamp}} | ||
+ | *Temperate {{L|savanna}} | ||
+ | *Temperate {{L|shrubland}} | ||
− | === | + | === {{L|Tropical}} === |
− | * | + | *Tropical {{L|lake|brackish lake}} |
− | * | + | *Tropical {{L|pool|brackish pool}} |
− | * | + | *Tropical {{L|river|brackish river}} |
− | * | + | *Tropical dry {{L|broadleaf forest}} |
− | * | + | *Tropical moist {{L|broadleaf forest}} |
− | *Tropical | + | *Tropical {{L|coniferous forest}} |
− | * | + | *Tropical {{L|grassland}} |
− | *Tropical | + | *Tropical {{L|lake|freshwater lake}} |
− | *Tropical | + | *Tropical {{L|marsh|freshwater marsh}} |
+ | *Tropical {{L|pool|freshwater pool}} | ||
+ | *Tropical {{L|river|freshwater river}} | ||
+ | *Tropical {{L|swamp|freshwater swamp}} | ||
+ | *Tropical {{L|ocean}} | ||
+ | *Tropical {{L|lake|saltwater lake}} | ||
+ | *Tropical {{L|marsh|saltwater marsh}} | ||
+ | *Tropical {{L|pool|saltwater pool}} | ||
+ | *Tropical {{L|river|saltwater river}} | ||
+ | *Tropical {{L|swamp|saltwater swamp}} | ||
+ | *Tropical {{L|savanna}} | ||
+ | *Tropical {{L|shrubland}} | ||
− | === | + | === Other === |
− | * | + | *Arctic {{L|Ocean}} |
− | * | + | *{{L|Badlands}} |
− | * | + | *{{L|Glacier}} |
− | * | + | *{{L|Mangrove swamp}} |
− | * | + | *{{L|Mountain}} |
− | * | + | *{{L|Rocky wasteland}} |
− | + | *{{L|Sand desert}} | |
− | + | *{{L|Taiga}} | |
− | + | *{{L|Tundra}} | |
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==Biomes at World Generation== | ==Biomes at World Generation== | ||
− | Biomes are created at | + | Biomes are created at {{L|world generation}} based on the elevation, rainfall, and drainage of the tile as follows: |
{|{{prettytable}} | {|{{prettytable}} | ||
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|- | |- | ||
!33-49 | !33-49 | ||
− | |Rock Desert || | + | |Rock Desert ||Scrubland |
| rowspan=3 |Forest | | rowspan=3 |Forest | ||
|- | |- | ||
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== See Also == | == See Also == | ||
− | * | + | *{{L|Regions}} for the possible values for Trees, Vegetation and Surroundings. |
− | * | + | *{{L|Volcano}}es which are not a biome in Dwarf Fortress, but may provide important resources |
− | * | + | *{{L|Climate}} |
− | {{World | + | {{World}} |
− | {{Category|Biomes| | + | {{Category|Biomes| }} |
+ | {{Category|World}} |