A magma tube might extend all the way to the top cavern, or merely a few z-levels. Their shape is fixed and their presence random. Magma pools: Despite the name, magma pools are not actual pools, but tubes extending up from the magma sea. This occurs because some stone in the cavern above the deep pit is unsupported and falls down. 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. So the base question is: Is there a design that totally prevents animals from escaping a pit while one is being removed for food/training?Įxtra question: Aquatic animal breeding pits (fish, turtles, etc), can this be done and if so how do I move water animals into this pit? (I brought a bunch of cave fish and lobsters with me).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. I have tried an airlock style system clear up to 5 doors but I they still manage to escape. The animals then run around causing havoc and I have to reassign all the animals into the pit, which takes up huge amounts of time for my hauler dwarfs.ĭuring this chaotic period it seems one or two of my idiot dwarfs adopt a couple of them, which removes an important source of red meat from the community as a whole (selfish midgets). The pit seems to work fine except when a dwarf goes to get one out that has been marked for dinner, as the dwarf enters the pit to get the extra rare steak all the animals come swarming out. I have been playing with animal pits for all my live food (except the cats, 2 are allowed to adopt and breed, all the offspring get caged up by the butcher shop). Kitfox Discord #modding-discussion channelīronzemurder and Oilfurnace (illustrated) A three step guide:ĭownload DF Classic or install the premium version from Steam or Itch.ioįollow the quickstart guide on the wiki, or see other learning resources (below)Īsk any questions in the ☼Bi-weekly DF Questions Thread☼ - it's always active See the reasons for our rules here, and please report any problems!ĭF can be intimidating, but we're dedicated to helping new players. Want to start playing? Read this sidebar!
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