Difference between revisions of "Guides:Flattening"
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[[CDB|Main]] / [[:Category:Guides|Guides]] / '''{{PAGENAME}}''' | [[CDB|Main]] / [[:Category:Guides|Guides]] / '''{{PAGENAME}}''' | ||
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+ | '''Flattening''' is the [[digging]] process of making a [[tile]]'s [[slope]] level. | ||
==Flattening made easy== | ==Flattening made easy== | ||
Line 5: | Line 7: | ||
===Assumptions=== | ===Assumptions=== | ||
# The surrounding 8 tiles are flattenable (see below) | # The surrounding 8 tiles are flattenable (see below) | ||
− | # Shovel is active | + | # [[Shovel]] is active |
− | # You have a cart to put dirt into | + | # You have a [[cart]] to put dirt into |
− | Some tile types prevent flattening. The most common are tree, clay and marsh. | + | Some tile types prevent flattening. The most common are [[tree]], [[clay]], and [[marsh]]. |
===Actions=== | ===Actions=== | ||
− | # Pick a single corner as you reference (you could place a small barrel or | + | # Pick a single corner as you reference (you could place a [[small barrel]] or another [[container]] on it so you know the reference corner). |
− | # Right-click on a tile border that adjoins the reference point and see which end of the tile border needs to be dug | + | # Right-click on a [[tile border]] that adjoins the reference point and see which end of the tile border needs to be dug. |
#* If the reference corner is the highest, then drop the required dirt at the lowest end. | #* If the reference corner is the highest, then drop the required dirt at the lowest end. | ||
#* If the reference corner is the lowest, then dig the required amount from the highest end. | #* If the reference corner is the lowest, then dig the required amount from the highest end. | ||
Line 18: | Line 20: | ||
==Technical data about flattening== | ==Technical data about flattening== | ||
− | + | The times given when you start to flatten correspond to the number of dirt "difference" are: | |
− | The times given when you start to flatten correspond to the number of dirt | ||
*0 = "The ground is flat now." | *0 = "The ground is flat now." | ||
Line 29: | Line 30: | ||
*etc | *etc | ||
− | So the time is the "number of dirt difference" / 4, rounded down, * 10 + 9. | + | So the time is the "number of dirt difference" / 4, rounded down, * 10 + 9. The "number of dirt difference" is the difference between the highest and lowest points. So a 9-second timer could be from tiles like this: |
− | The "number of dirt difference" is the difference between the highest and lowest points. | ||
− | So a 9 | ||
<pre> | <pre> | ||
Line 39: | Line 38: | ||
</pre> | </pre> | ||
− | If at the end of the timer | + | If at the end of the timer the tile is in the 1-3 dirt difference range, these messages are displayed: |
− | 1 | + | 1: "You assemble some dirt from a corner." (and you get one dirt added to [[inventory]]). |
− | 2 | + | 2: Depending on how much dirt you are carrying you get: |
− | 0 | + | 0: "You assemble some dirt from a corner." (twice) and you get 2 dirt added to inventory. |
− | 1 | + | 1: "You use some of the dirt in one corner." |
and "If you carried some dirt, it would be used to fill the 1 corners that need it." | and "If you carried some dirt, it would be used to fill the 1 corners that need it." | ||
Note the tile is '''NOT''' flat. | Note the tile is '''NOT''' flat. | ||
− | 2 | + | 2: "You use some of the dirt in one corner." (twice) and the 2 dirt in inventory are used. |
− | 3 | + | 3: Depending if you are carrying any dirt you get: |
− | 0 | + | 0: "If you carried some dirt, it would be used to fill the 1 corners that need it." |
Note the tile is '''NOT''' flat. | Note the tile is '''NOT''' flat. | ||
− | 1 | + | 1: "You use some of the dirt in one corner." |
− | |||
− | |||
− | |||
− | |||
− | |||
==Example== | ==Example== | ||
− | + | Lets say you have a 4-tile area you want to be completely level. You stand in the center of that area at reference corner 'x' below, and examine the tile borders leading to corners 'a', 'b', 'c', and 'd' showing how high or low each point is compared to yourself. | |
− | Lets say you have a | ||
<pre> | <pre> | ||
− | |||
e -------- b -------- f | e -------- b -------- f | ||
| | | | | | | | ||
Line 75: | Line 67: | ||
| | | | | | | | ||
g -------- d -------- h | g -------- d -------- h | ||
− | |||
</pre> | </pre> | ||
Remember that slopes are measured on tile borders, and dirt is dug or dropped at the corner you are standing nearest to. The message "Two dirts steep toward you (ie DROP)" means +2 on this diagram; "One dirt steep away from you (ie DIG)" means -1. The message has nothing to do with how you are facing, and everything to do with where you are standing in the tile. | Remember that slopes are measured on tile borders, and dirt is dug or dropped at the corner you are standing nearest to. The message "Two dirts steep toward you (ie DROP)" means +2 on this diagram; "One dirt steep away from you (ie DIG)" means -1. The message has nothing to do with how you are facing, and everything to do with where you are standing in the tile. | ||
− | Since corner B is one dirt higher than corner X, and corner A is one dirt lower than corner X, go dig a dirt from corner B and drop it on corner A, making both of those borders level. | + | Since corner B is one dirt higher than corner X, and corner A is one dirt lower than corner X, go dig a dirt from corner B and drop it on corner A, making both of those borders level. Dig two dirt from corner C and drop them on corner D and tile border X->C will be level as well, with corner D still needing one dirt from elsewhere (go dig outside your four tile area). You'll need to do the same thing now observing e, f, g and h relative to a, b, c and d to make the edges level (don't dig/dump from points you've already leveled). |
− | + | [[Category:Guides]] | |
− | + | [[Category:Babel/F]] |
Revision as of 18:51, 22 October 2007
Flattening is the digging process of making a tile's slope level.
Contents
Flattening made easy
Assumptions
- The surrounding 8 tiles are flattenable (see below)
- Shovel is active
- You have a cart to put dirt into
Some tile types prevent flattening. The most common are tree, clay, and marsh.
Actions
- Pick a single corner as you reference (you could place a small barrel or another container on it so you know the reference corner).
- Right-click on a tile border that adjoins the reference point and see which end of the tile border needs to be dug.
- If the reference corner is the highest, then drop the required dirt at the lowest end.
- If the reference corner is the lowest, then dig the required amount from the highest end.
- Repeat until area is flat.
Technical data about flattening
The times given when you start to flatten correspond to the number of dirt "difference" are:
- 0 = "The ground is flat now."
- 1..3 = 9 secs
- 4..7 = 19 secs
- 8..11 = 29 secs
- 12..15 = 39 secs
- 16..19 = 49 secs
- etc
So the time is the "number of dirt difference" / 4, rounded down, * 10 + 9. The "number of dirt difference" is the difference between the highest and lowest points. So a 9-second timer could be from tiles like this:
0---1 or 0---3 or 0---0 | | | | | | 1---2 3---3 0---3
If at the end of the timer the tile is in the 1-3 dirt difference range, these messages are displayed:
1: "You assemble some dirt from a corner." (and you get one dirt added to inventory).
2: Depending on how much dirt you are carrying you get:
0: "You assemble some dirt from a corner." (twice) and you get 2 dirt added to inventory. 1: "You use some of the dirt in one corner." and "If you carried some dirt, it would be used to fill the 1 corners that need it." Note the tile is NOT flat. 2: "You use some of the dirt in one corner." (twice) and the 2 dirt in inventory are used.
3: Depending if you are carrying any dirt you get:
0: "If you carried some dirt, it would be used to fill the 1 corners that need it." Note the tile is NOT flat. 1: "You use some of the dirt in one corner."
Example
Lets say you have a 4-tile area you want to be completely level. You stand in the center of that area at reference corner 'x' below, and examine the tile borders leading to corners 'a', 'b', 'c', and 'd' showing how high or low each point is compared to yourself.
e -------- b -------- f | | | | +1 | | | | a -- -1 -- X -- +2 -- c | | | | -3 | | | | g -------- d -------- h
Remember that slopes are measured on tile borders, and dirt is dug or dropped at the corner you are standing nearest to. The message "Two dirts steep toward you (ie DROP)" means +2 on this diagram; "One dirt steep away from you (ie DIG)" means -1. The message has nothing to do with how you are facing, and everything to do with where you are standing in the tile.
Since corner B is one dirt higher than corner X, and corner A is one dirt lower than corner X, go dig a dirt from corner B and drop it on corner A, making both of those borders level. Dig two dirt from corner C and drop them on corner D and tile border X->C will be level as well, with corner D still needing one dirt from elsewhere (go dig outside your four tile area). You'll need to do the same thing now observing e, f, g and h relative to a, b, c and d to make the edges level (don't dig/dump from points you've already leveled).