.. _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