Talk:Z-axis
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I've uploaded an Image that shows the 3 dimensions in a more traditional sense, feel free to use it if you want. Remove this comment if this information get's incorporated into the main page.

--Gibbonofdoom 04:09, 30 October 2007 (EDT)
Thanks man, I think it really helps communicate the point better. -- Bovinepro
I was unable to reproduce the shift-numpad 5 to move up-Z either. Ctrl-numpad 5 works just fine.
- It works fine for me. Modern desktop machine, very old 101-key keyboard. —0x517A5D
- I found that shift-numpad5 would not work for me if I had numlock on. Worked fine with numlock off. --Morlark 09:19, 3 November 2007 (EDT)
Version?
What version first introduced the Z axis? I've been wanting to play on the old X and Y version.– unsigned comment by lemonpieman
- Version 23.130.13a --Arturion
- Um, no. To be clear, that's the last 2-D version, not the first Z-axis version, which is what the question was. (Tho' why lpm asked a question that had little to do with his stated purpose is beyond my ken.)
- Link to download that last 2-D version here: 23.130.23a download --Albedo 14:24, 14 June 2009 (UTC)
number of z-levels
How does one ensure that there are many z-levels present on your fortress site? --Confused 01:59, 23 June 2009 (UTC)
- Well... Unless you use the old 2d version, you are guaranteed to have multiple z-levels. Use the keys specified in the page or check the manual to cycle between z-levels. --Karl 02:02, 23 June 2009 (UTC)
- Thats not what im referring to - the number of levels to dig in varies from site to site and obviously more layers are better (framerate aside). So do mountain regions have more stone layers for example? --Confused 02:15, 23 June 2009 (UTC)
- IIRC the levels stretch from a fixed number (8?) above the highest top to the same number below the lowest surface point. So, having a steep gradient gives you more levels to work with. --MathFox 10:21, 23 June 2009 (UTC)
- Thanks, thats the kind of info i was hoping for! --Confused 11:19, 23 June 2009 (UTC)
