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Guides:Flattening

2,532 bytes added, 17:19, 11 February 2008
completely rewritten to make it much easier to understand.
[[CDB|Main]] / [[:Category:Guides|Guides]] / '''{{PAGENAME}}'''
'''Flattening''' is the [[digging]] process of making a [[tile]] flat. Flatness A tile is considered flat when all four corners of the tile are of the same height, which can be defined two ways:seen by examining tile borders. If all 4 borders around a tile are reported as "level", the tile is flat.
* All = How to flatten a tile corners are the same height* All tile borders are level (0 [[slope]])=
== Automatic You can go about flattening ==Automatic flattening is an action on a tileusing 2 methods: right-click the tile manual and choose automatic. While "Flattenautomatic"sounds nice, it's actually quite a bit more complicated to get right than doing it manually until you get the hang of it.
=== Requirements =The automatic way ==# The tile and the surrounding 8 tiles are flattenable (see below)# [[Shovel]] is active# You probably want a [[cart]] to put dirt into
Some The automatic way is to use the '''Flatten''' command by right-clicking on a tile types prevent flattening. The most common are with your [[treeshovel]]activated. Additionally, [[clay]], and [[marsh]]you must also be physically standing on that tile for it to work right.
In a nutshell, the flatten command takes dirt from high corners and and puts them on lower ones than the calculated average from the server zero-plane. The zero-plane is the lowest point possible in wurm, where digging further would result in you falling through the world. This plane is absolutely flat, and all dirt and rock heights are calculated from this plane by means of simple addition. This sounds a bit abstract, i know, but read on and all will be explained. === Flattening time An example ===The action time is based Imagine that you are on the height difference (continent of flatland on flatten flats. This imaginary land has no slopes whatsoever, anywhere, and no water. You are standing in the middle of one tile in "this land with a cart containing 40 dirts".You walk over to one of the 4 corners on that tile and drops 10 dirt on it from the cart. It now has a height of 10 dirt. Next, as seen when examining you repeat the procedure on the other 3 corners and suddenly you have a tile border) between that is elevated 10 dirts above the highest and lowest corners rest of the tileflatland. The time height of each corner is 9 seconds plus an additional 10 seconds for every . *Corner 1: 10*Corner 2: 10*Corner 3: 10*Corner 4 dirts difference: 10 Ok, now imagine that you decide to mess things up by digging up 5 dirt from one of the corners and put them on one of the 3 others. This could result in... Examples *Corner 1: 5*Corner 2:10*Corner 3: 15*Corner 4: 10
* 0 = "The ground is But you realize that doing this was retarded, and want the tile flat nowagain.You ''could'' just dig up the extra 5 dirt from corner 3 again and drop them on corner 1 and it would be taken care of, but instead of that you position yourself on the tile and select "flatten"* 1..3 = 9 secs* 4..7 = 19 secs* 8..11 = 29 secs* 12..15 = 39 secs* 16..19 = 49 secs* etc
Examples of tiles that would give 9 seconds flattening time (the number below is the height difference):=== How it works ===
<pre>0---1 or 0---3 or 0---0 | | | | | |1---2 3---3 0---3 (2) (3) (3)</pre>What the game now does is calculate the height of your tile's corners based off the absolute zero plane of the game, in the example above the zero plane is the continent of flatland, so... 5+10+15+10=40. Divide that by 4 corners and you get, surprise, 10! So, the game now knows that the target height for the 4 corners is 10 dirts each, and begins to gradually take dirt from those corners ''above'' the target height and put it on the corners ''below'' it. It will continue to do this until one of the following conditions are met upon which it will stop:
=== Results ===* The tile is flat* The tile corners have run out of dirt to make it completely flat (this will happen if the calculated average corner height isn't divisable by 4). Add extra dirt or dig away the surplus, then try again.* It tries to alter a corner which is connected to a tile with an obstruction on it. The most common are [[tree]], [[clay]], [[marsh]] and [[moss]].* It tries to alter a corner which is obstructed by a wall of any type.* It tries to alter a corner which would create a slope that is steeper than your digging skill * 3.* It hits rock in a corner
Every 10 seconds, the flattening action moves some dirt from high corners and drops it on low corners.
When In the flattening timer finishedinstance of case 2 above, there is dirt either missing or too much of it to make the tile is not necessarily completely flat. If As stated, if the sum of the heights of the corners is a multiple of four, then the tile can be flattened. Otherwise, there are 1-3 dirt extra that prevent it from being completely even. The different results are listed below:
* If there is 1 extra dirt, you attempt to assemble.
If the flattening action successfully flattened the tile completely, the message "The ground is flat here." will be displayed. If this message is not displayed, you either failed to perform an assemble or fill, or it was a 0-0-0-2 spread.
== Manual flattening =Flattening time === Manual flattening The action time is based on the height difference in "dirts" between the act highest and lowest corners of making an area flat through manually [[dig]]ging and dropping [[dirt]]the tile. While the process requires more interaction by the digger, it The time is vastly superior when flattening areas of more than a few tiles9 seconds plus an additional 10 seconds for every 4 dirts difference.Examples:
* 0 ="The ground is flat now."* 1..3 =9 secs* 4..7 = Procedure ===19 secs# Pick a single corner as your reference (you could place a [[small barrel]] or another [[container]] on it so you know the reference corner)* 8.# Right-click on a [[tile border]] that adjoins the reference point and see which end of the tile border needs to be dug.11 = 29 secs#* If the reference corner is the highest, then drop the required dirt at the lowest end12..15 = 39 secs#* If the reference corner is the lowest, then dig the required amount from the highest end16..19 = 49 secs# Repeat until area is flat.* etc
=== Manual Examples of tiles that would give 9 seconds flattening example ===Lets say you have a 4-tile area you want to be completely level. You stand in time (the center of that area at reference corner 'x' number below, and examine is the tile borders leading to corners 'a', 'b', 'c', and 'd' showing how high or low each point is compared to yourself.height difference):
<pre>
e 0---1 or 0----- b --3 or 0------ f0 | | | | +1 | | | | a 1-- -1 2 3-- X -3 0- +2 -- c3 | | | | -(2) (3) (3 | | | | g -------- d -------- h)
</pre>
Remember that slopes are measured on tile borders, == Manual flattening == Manual flattening is the act of making an area flat through manually [[dig|digging]] and dropping [[dirt ]]. While the process requires more interaction by the digger, it is dug vastly superior when flattening large areas of land. === How to do it === # Pick a single corner as your reference (you could place a [[small barrel]] or dropped at another [[container]] on it so you know the reference corner if you wish).# Stand on this corner and right-click on a [[tile border]] linking to another corner you are standing nearest wish toadjust. The # If the message reads "Two the slope is <number of dirts > steep toward '''towards''' you (ie DROP), the other corner is higher than your reference corner, and you'll need to walk over to it and dig it down by the specified amount.# If the message reads " means +2 on this diagram; "One dirt the slope is <number of dirts> steep '''away ''' from you (ie DIG), the other corner is lower than your reference corner and needs to be filled up.# Once the tile border reports "level" means -1. The message has nothing , walk over to do with how the corner you are facing've adjusted and use it as your new reference corner. Since the level between it and your old reference corner is level, they're at the same height. Now look for a new slope to adjust and everything to do with where you are standing in repeat the tileprocedure as before
* Since corner B is one dirt higher than corner X, go dig one dirt from corner B.* Next, since corner A is one dirt lower than corner X, drop the dirt from corner B on corner A.* Now the XA and XB borders are flat.* Corner C is two dirt higher than corner X, so dig two dirt from corner C.* Next, since corner D is three dirt lower than corner X, drop the two dirt from C on corner D.* XC is now flat, but XD is not. You need get one more dirt from '''outside''' the flattening area and drop it on XD.* Now all four borders are flat.== Summary ==
Then you need to repeat Understand that the process for corners Aworld is made up of pillars, B, C, Dand that the tiles are merely thin textures stretched out from the pillar's highest points. E.g. for corner AWhen you dig or drop dirt, all you would need to level corners E, G and do is adjust the one left height of A the pillar (not in diagramie, a corner)you are standing nearest. Then for corner BWhen digging, all that matters are the corners. Tiles only matter when you level Euse the "flatten" command, F and in which case the one above B selected tile only decides which 4 corners (not displayedor pillars)should be compared to eachother and adjusted. Otherwise, ''forget about the tiles, only think about the corners''. If Also, never forget that when digging and dropping dirt, it doesn't matter where you levelled AE before then BE will already be flatclick, '''only where your feet are located'''.
(This Using a combination of manual and automatic flattening is obvious when considering weusually the best idea once you're adjusting ve gotten the heights hang of each corner. First we made sure A and B were how the same height as X. If we then make E the same height as Asystem works, but until you do you may find it's necessarily also the same height as Beasier to rely on manual flattening.)
RememberThe limitations of manual flattening is, don't dig or of course, that it may take more time and interaction to complete, and also is subject to dirt flow. Dirt flow is what happens when you try to drop dirt on corners a corner with a slope that exceeds 25 in steepness. When using the "flatten" command, dirt flow ''does not apply'' and you've already levelled!can use it to create extreme slopes by the use of a technique known as [[Guides/FlatRaising|flatraising]]
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