If your map has an unseen cave-in at the beginning of embark, the caverns may have a deep pit somewhere. The top z-level, where the pit meets the next cavern level, is un-muddied rough rock floor where the normal space of the deep pit and the random rock spires of the cavern collide. deep pits that connect one cavern level to the next. When your dwarves discover a feature, an announcement window will let you know of it.ĭeep pits: Deep pits are. Generating worlds using the ISLAND template tend to produce much deeper caverns (hundreds of z-levels down) than those with the REGION template, where only 50-60 z levels will separate the surface from the Underworld.Įxploring the underground world, you may find a variety of special geographical features. Also, the top of a cavern may be higher than the rest of a cavern, so in practice there will be more levels than this. Making this higher will guarantee at least this many levels to build your fortress, but will have no impact on how many z-levels thick the surface layer is. If you hit caverns too often then you can create a custom world with a higher number for 'Z Levels Above Layer 1' - Levels of stone above the first cavern layer. The average amount of water cavern layers feature depends on your world generation settings, specificallyīeneath the third layer lies the magma sea. This can range from a few pools at the bottom level to the whole layer being submerged, forming a gigantic underground sea, including fish and possibly camps of olm men and other fun aquatic creatures. The top of the first cavern usually resides about 10-11 z-levels below the surface, but can be nearer the surface or indeed much deeper.Įach cavern layer spans multiple z-levels, and is filled with water to a certain degree.
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