.. _structures.map:
###
map
###
.. _structures.map.coord2d:
map.coord2d
===========
.. code-block:: xml
.. _structures.map.coord2d_path:
map.coord2d_path
================
.. code-block:: xml
.. _structures.map.coord:
map.coord
=========
.. code-block:: xml
.. _structures.map.coord_path:
map.coord_path
==============
.. code-block:: xml
.. _structures.map.tile_traffic:
map.tile_traffic
================
.. code-block:: xml
.. _structures.map.tile_dig_designation:
map.tile_dig_designation
========================
.. code-block:: xml
no designation
dig walls, remove stairs and ramps, gather plants, fell trees
.. _structures.map.tile_liquid:
map.tile_liquid
===============
.. code-block:: xml
.. _structures.map.tile_designation:
map.tile_designation
====================
.. code-block:: xml
liquid amount
stockpile?
aquifer
.. _structures.map.tile_building_occ:
map.tile_building_occ
=====================
.. code-block:: xml
no building
nothing built yet
workshop tile; ~fortification
depot; lowered bridge
doors, grates, etc
.. _structures.map.tile_occupancy:
map.tile_occupancy
==================
.. code-block:: xml
standing
prone
if set on an edge tile, water or magma will flow in
when noncitizen moves in, something happens and it is cleared
A monster lair. Items placed wont be moved.
seems to be set on terrain tiles where grass growth is impossible
.. _structures.map.block_flags:
map.block_flags
===============
.. code-block:: xml
for jobs etc
Protects UpdateLiquid from being cleared the first time.
reindex_pathfinding set and flag cleared if temperature below
10000
reindex_pathfinding set and flag cleared if temperature above
10000
has actual aquifer tiles (?)
has tiles that may get flooded by an adjacent aquifer
.. _structures.map.z_level_flags:
map.z_level_flags
=================
.. code-block:: xml
.. _structures.map.tile_liquid_flow_dir:
map.tile_liquid_flow_dir
========================
.. code-block:: xml
.. _structures.map.tile_liquid_flow:
map.tile_liquid_flow
====================
.. code-block:: xml
set when water sloshes around, counts down to zero
periodically set whenever perm_flow_dir is nonzero
.. _structures.map.tile_bitmask:
map.tile_bitmask
================
.. code-block:: xml
.. _structures.map.block_burrow:
map.block_burrow
================
.. code-block:: xml
.. _structures.map.block_burrow_link:
map.block_burrow_link
=====================
.. code-block:: xml
.. _structures.map.map_block:
map.map_block
=============
.. code-block:: xml
index into world_data.region_map
uninitialized
for adventure mode
flood; 256*cost for straight, 362*cost for diagonal
flood; sync to path_distance; same value; inc per run; reset to 0
on wraparound
0 = non-walkable; same nonzero at A and B = walkable from A to B
1 at walkable map edge; then +1 per 10 tiles it seems; 0 in dug
tunnels
.. _structures.map.cave_column_link:
map.cave_column_link
====================
.. code-block:: xml
.. _structures.map.cave_column:
map.cave_column
===============
.. code-block:: xml
.. _structures.map.cave_column_rectangle:
map.cave_column_rectangle
=========================
.. code-block:: xml
.. _structures.map.map_block_column:
map.map_block_column
====================
.. code-block:: xml
water at or above this level sinks into aquifer tiles
water at this level disappears if above more water
for coloring unallocated blocks
seems to be 0 originally, but updated when map is shifted
0 process cave columns for caveins
v0.40.1
top left in tiles
uninitialized
.. _structures.map.block_square_event_type:
map.block_square_event_type
===========================
.. code-block:: xml
.. _structures.map.block_square_event:
map.block_square_event
======================
.. code-block:: xml
.. _structures.map.block_square_event_mineralst:
map.block_square_event_mineralst
================================
.. code-block:: xml
.. _structures.map.block_square_event_frozen_liquidst:
map.block_square_event_frozen_liquidst
======================================
.. code-block:: xml
.. _structures.map.block_square_event_world_constructionst:
map.block_square_event_world_constructionst
===========================================
.. code-block:: xml
.. _structures.map.block_square_event_material_spatterst:
map.block_square_event_material_spatterst
=========================================
.. code-block:: xml
.. _structures.map.block_square_event_grassst:
map.block_square_event_grassst
==============================
.. code-block:: xml
.. _structures.map.block_square_event_spoorst:
map.block_square_event_spoorst
==============================
.. code-block:: xml
.. _structures.map.block_square_event_item_spatterst:
map.block_square_event_item_spatterst
=====================================
.. code-block:: xml
.. _structures.map.block_square_event_designation_priorityst:
map.block_square_event_designation_priorityst
=============================================
.. code-block:: xml
.. _structures.map.feature_type:
map.feature_type
================
.. code-block:: xml
.. _structures.map.feature:
map.feature
===========
.. code-block:: xml
.. _structures.map.feature_outdoor_riverst:
map.feature_outdoor_riverst
===========================
.. code-block:: xml
.. _structures.map.feature_cavest:
map.feature_cavest
==================
.. code-block:: xml
.. _structures.map.feature_pitst:
map.feature_pitst
=================
.. code-block:: xml
.. _structures.map.feature_magma_poolst:
map.feature_magma_poolst
========================
.. code-block:: xml
.. _structures.map.feature_volcanost:
map.feature_volcanost
=====================
.. code-block:: xml
.. _structures.map.feature_deep_special_tubest:
map.feature_deep_special_tubest
===============================
.. code-block:: xml
.. _structures.map.feature_deep_surface_portalst:
map.feature_deep_surface_portalst
=================================
.. code-block:: xml
.. _structures.map.feature_subterranean_from_layerst:
map.feature_subterranean_from_layerst
=====================================
.. code-block:: xml
.. _structures.map.feature_magma_core_from_layerst:
map.feature_magma_core_from_layerst
===================================
.. code-block:: xml
.. _structures.map.feature_underworld_from_layerst:
map.feature_underworld_from_layerst
===================================
.. code-block:: xml
.. _structures.map.feature_init_flags:
map.feature_init_flags
======================
.. code-block:: xml
.. _structures.map.feature_init:
map.feature_init
================
.. code-block:: xml
in underground layers
destroyFeature(), then createFeature()
.. _structures.map.feature_init_outdoor_riverst:
map.feature_init_outdoor_riverst
================================
.. code-block:: xml
.. _structures.map.feature_init_cavest:
map.feature_init_cavest
=======================
.. code-block:: xml
.. _structures.map.feature_init_pitst:
map.feature_init_pitst
======================
.. code-block:: xml
.. _structures.map.feature_init_magma_poolst:
map.feature_init_magma_poolst
=============================
.. code-block:: xml
.. _structures.map.feature_init_volcanost:
map.feature_init_volcanost
==========================
.. code-block:: xml
.. _structures.map.feature_init_deep_special_tubest:
map.feature_init_deep_special_tubest
====================================
.. code-block:: xml
.. _structures.map.feature_init_deep_surface_portalst:
map.feature_init_deep_surface_portalst
======================================
.. code-block:: xml
.. _structures.map.feature_init_subterranean_from_layerst:
map.feature_init_subterranean_from_layerst
==========================================
.. code-block:: xml
.. _structures.map.feature_init_magma_core_from_layerst:
map.feature_init_magma_core_from_layerst
========================================
.. code-block:: xml
.. _structures.map.feature_init_underworld_from_layerst:
map.feature_init_underworld_from_layerst
========================================
.. code-block:: xml
.. _structures.map.feature_alteration_type:
map.feature_alteration_type
===========================
.. code-block:: xml
.. _structures.map.feature_alteration:
map.feature_alteration
======================
.. code-block:: xml
.. _structures.map.feature_alteration_new_pop_maxst:
map.feature_alteration_new_pop_maxst
====================================
.. code-block:: xml
.. _structures.map.feature_alteration_new_lava_fill_zst:
map.feature_alteration_new_lava_fill_zst
========================================
.. code-block:: xml
.. _structures.map.world_construction_type:
map.world_construction_type
===========================
.. code-block:: xml
.. _structures.map.world_construction_square:
map.world_construction_square
=============================
.. code-block:: xml
.. _structures.map.world_construction_square_roadst:
map.world_construction_square_roadst
====================================
.. code-block:: xml
.. _structures.map.world_construction_square_tunnelst:
map.world_construction_square_tunnelst
======================================
.. code-block:: xml
.. _structures.map.world_construction_square_bridgest:
map.world_construction_square_bridgest
======================================
.. code-block:: xml
guess
.. _structures.map.world_construction_square_wallst:
map.world_construction_square_wallst
====================================
.. code-block:: xml
.. _structures.map.world_construction:
map.world_construction
======================
.. code-block:: xml
.. _structures.map.world_construction_roadst:
map.world_construction_roadst
=============================
.. code-block:: xml
.. _structures.map.world_construction_tunnelst:
map.world_construction_tunnelst
===============================
.. code-block:: xml
.. _structures.map.world_construction_bridgest:
map.world_construction_bridgest
===============================
.. code-block:: xml
.. _structures.map.world_construction_wallst:
map.world_construction_wallst
=============================
.. code-block:: xml
.. _structures.map.biome_type:
map.biome_type
==============
.. code-block:: xml
.. _structures.map.construction_flags:
map.construction_flags
======================
.. code-block:: xml
build item is created from scratch upon removing construction,
does not exist beforehand
used on the floors above constructed walls so you cannot remove
them
.. _structures.map.construction:
map.construction
================
.. code-block:: xml
.. _structures.map.flow_type:
map.flow_type
=============
.. code-block:: xml
only if mat_type=1
.. _structures.map.flow_info:
map.flow_info
=============
.. code-block:: xml
.. _structures.map.flow_reuse_pool:
map.flow_reuse_pool
===================
.. code-block:: xml
.. _structures.map.flow_guide_type:
map.flow_guide_type
===================
.. code-block:: xml
.. _structures.map.flow_guide:
map.flow_guide
==============
.. code-block:: xml
.. _structures.map.flow_guide_trailing_flowst:
map.flow_guide_trailing_flowst
==============================
.. code-block:: xml
.. _structures.map.flow_guide_item_cloudst:
map.flow_guide_item_cloudst
===========================
.. code-block:: xml
.. _structures.map.effect_info:
map.effect_info
===============
.. code-block:: xml
assigned during Save
2 = falling into chasm