Dwarf fortress cavern prebreached8/9/2023 Aquifer tiles will continue producing water, and other tile properties will remain the same in the fallen terrain.Falling soil will change into the soil type at the layer it falls to, or the lowest type on the map if it falls into the stone layers.your gem pile was directly below and you had a magma tube three Z levels afterwards. Therefore, it is not a good idea to punch a skylight into your meeting area if you forgot that e.g. Anything falling into a fluid sinks to the bottom.Falling grass of all types (including cave moss and floor fungus) gets turned into undifferentiated green "Grass". Trees, shrubs and saplings that fall are obliterated.Falling natural floors, stairs and ramps will be destroyed, leaving behind a natural floor of the highest such terrain natural stone walls pile up and constructions deconstruct, leaving behind their building materials.Falling tiles do not stay connected in one mass each falling column will fall as far as it can as described above.Any unsupported terrain crashes down through multiple floors and ramps, and stops only upon reaching a wall, up or up/down stair, a fortification, a multi-tile tree, or a support.No dwarf can enter the invisible floor, but it will hold an area attached to the floor tiles in four directions alongside it or the constructed/natural wall above it. Note that supports and fortifications, but not statues, create an invisible floor on the level above them. Ramps will not provide support to the tile above them, but will act as a connection for the adjacent tiles on the same level. Diagonal connections and bridges do not provide support. Up stairs will provide support for the z-level above even if there is no downstairs above, acting as an invisible floor. Any construction, even stairs (natural or constructed), and supports (naturally) provide support/connections. The game checks for connections along the X, Y, and Z axes (that's left/right, up/down, and above/below). 4.1 Caving-in the toplevel/terrain from insideĪny disconnected construction or section of rock or soil will cave in.Also don't try too hard on those first branching levels, since you might still be above the cavern layer. After all it's not the end of the world if you breach a cavern layer below its highest point. Since the caverns are often reasonably tall I would, with the stock 5 z-levels above layer 1, dig down at least 7 or 8 z-levels before expanding sideways. I myself usually set the z-levels above the first cavern layer to a larger number like 12 (I like lots of room), and will often have to dig down 14 or 15 levels before I find the cavern. Also this "ground level" can change over various parts of a fortress map. I don't believe that there is a guarantee that the lowest actual ground level will be the lowest possible one, and caverns have funky organic shapes so this is merely the minimum distance between the surface and the cavern. As I understand it this is the distance between the top of the possible cavern and the lowest possible part of the ground in that area. This doesn't necessarily mean that the cavern is located 5 z-levels below the ground everywhere. Assuming that you haven't changed any of them (if you have use your values), the default is 5 z-levels above "Layer 1" which (according to the wiki) is the first cavern layer. The advanced world gen parameters include some information on the number of z-levels between various underground features.
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