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Dwarf fortress cavern prebreached
Dwarf fortress cavern prebreached













dwarf fortress cavern prebreached

In the hotter areas the vicious Bloodthorn grows, with wicked spines that suck moisture from anything they can pierce. The frigid Nethercaps, blue-tinted mushrooms leaching heat out of their environment in ways that shouldn't be thermodynamically possible, fill their caverns with ice and snow. The coal-black caverns of the Black Cap forests, rich with carbonaceous deposits that have accumulated over millions of years and lit by smouldering Torchspines, are found here. In the third cavern layer yet stranger forms of life flourish in the hostile conditions. Smaller growths found here include plump helmets, cave wheat, pig tails (a fibrous fungus that can be grown and harvested for thread) and sweet pods (whose fruiting bodies can be milled for sugar or processed into syrup). Tunnel Tubes grow in the hottest regions - tall, curved stalks with fruiting bodies at the tips that burst violently when ripe. Spore Trees sprout in the warmer and wetter corners of the caverns, raising a climbable three-dimensional mesh or hyphyae above the ground that emits a gentle rain of spore powder. Here you can find Goblin Cap mushrooms, the squatter cousins of the Tower Caps.

dwarf fortress cavern prebreached

The next layer down has more exotic growths. Also found in this region are plump helmets (an edible farmable mushroom), and cave wheat (a pale grass-like growth whose seeds can be ground for flour). These provide a source of underground wood. The uppermost layer is home to relatively conventional tree-like fungal growths of Fungiwood and Tower-Cap mushrooms. As one goes deeper one will find increasingly bizzare flora and exotic environments that provide new challenges and opportunities for players. The underground is divided into a number of cavern "layers" with a variety of biomes and other features distributed throughout.

DWARF FORTRESS CAVERN PREBREACHED MOD

Also don't try too hard on those first branching levels, since you might still be above the cavern layer.Inspired by the world of Dwarf Fortress, this mod adds a series of vast cavern layers to the depths of Minetest with a variety of biomes that are populated with a variety of underground flora and other new features. After all it's not the end of the world if you breach a cavern layer below its highest point.

dwarf fortress cavern prebreached

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.















Dwarf fortress cavern prebreached