Difference between revisions of "Guides:Flattening"

From Wurmpedia
Jump to navigation Jump to search
(moved from guides/flattening)
(Added an example)
Line 57: Line 57:
  
 
--[[User:Tich|Tich]] 02:27, 22 January 2007 (CST)
 
--[[User:Tich|Tich]] 02:27, 22 January 2007 (CST)
 +
 +
==Example==
 +
 +
Lets say you have a four tile area you want to be completely level.  You stand in the center of that area at point 'x' below, and examine the tile borders leading to 'a', 'b', 'c', and 'd' showing how high or low each point is compared to yourself.
 +
 +
<pre>
 +
 +
e -------- b -------- f
 +
|          |          |
 +
|        +1          |
 +
|          |          |
 +
a -- -1 -- X -- +2 -- c
 +
|          |          |
 +
|        -3          |
 +
|          |          |
 +
g -------- d -------- h
 +
 +
</pre>
 +
 +
Since B is one dirt higher than X and A is one dirt lower than X, go dig a dirt from B and drop it on A, making both of those borders level.  Dig two dirt from C and drop them on D and X->C will be level as well, with 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).
 +
 +
--[[User:Maluraq|Maluraq]] 12:39, 4 February 2007 (CST)

Revision as of 11:39, 4 February 2007

Main / Guides / Flattening

Flattening made easy

Assumptions

  1. Area is free of obstacles (e.g. no trees)
  2. Shovel is active
  3. You have a cart to put dirt into

Actions

  1. Pick a single corner as you reference (you could place a small barrel or some container on it, so you know the reference corner).
  2. 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.
  3. Repeat until area is flat.

Technical data about flattening

The times given when you start to flatten correspond to the number of dirt 'difference' these 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 secs 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, and the following happens:

1 = "You assemble some dirt from a corner." (and you get one dirt added to inventory).

2 = Depending on how many 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."

--Tich 02:27, 22 January 2007 (CST)

Example

Lets say you have a four tile area you want to be completely level. You stand in the center of that area at point 'x' below, and examine the tile borders leading to '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

Since B is one dirt higher than X and A is one dirt lower than X, go dig a dirt from B and drop it on A, making both of those borders level. Dig two dirt from C and drop them on D and X->C will be level as well, with 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).

--Maluraq 12:39, 4 February 2007 (CST)