Notably, a common reason players get 100+ Z-level embarks is because "Generate New World" makes ISLAND worlds, and the resulting terrain causes caverns to be a lot taller than usual. Reducing the number of z-levels, especially cavern levels, can reduce processor demand and boost framerate. (Worldgen has 400 z-levels maybe one can force 200 levels of sky.) This includes giant cave spiders, giant olms, trolls and cave crocodiles, but even the seemingly harmless ones can provide great fun. If I opened my bridge and culled a few, I would get cavern dwellers arrive pings for the next year as more and more appear all the time. I estimate there were something like 200+ serpentmen in my upper 2 cavern levels. As such, one can channel the columns, assuming there is room in the level above the roof. They connect both the floor and the roof of the caverns. Numerous factors available in world generation impact the available z-levels, and can alter the depth of the map to a minimum of 6 and a maximum well in excess of 600. I lost my fort due to functional fps death. 2,449 18 31 Add a comment 2 Answers Sorted by: 1 A way I thought was to take advantage of the fact they are full columns. On high mountainous sites it can be 200Z levels. The default settings produce levels with around 50 z-levels of land (for an embark with average elevation changes) with an additional 15 z-levels of empty sky space above the highest point of land mountainous regions can end up with well over a hundred z-levels of caverns. On lower grounds the magma sea can already be on 30Z levels down. The player moves their view from one z-level to another by using to move down. To find caverns all you need to do is dig downwards. There is another Z-level display in the upper right corner of the main view which displays the player's z-level viewpoint relative to the surface z-level. Caverns are expansive spaces that are nearly impossible to miss in Dwarf Fortress. A spoiler sticking up to the top of the 3rd cavern, with 42 safe layers, and another 80 with a stick that could be mined around. Each layer of view is a discrete z-level with a value relative to the bottom of the map space, indicated in the lower right corner of the screen. The fortress does have two redeeming qualities, sand, waterfall, flux and a magma pipe that comes up to about the top of the 3rd cavern layer, which puts it in the top 1/3 of the map. Z-Level describes vertical space (depth or altitude) within Dwarf Fortress, analogous to the Z-axis in geometry which extends out of the page towards the viewer. In this case the embark site is 142 levels above 0. Non-miner labors do: 2.1 Build temporary carpenter and mason. Or would it be one giant cavern that takes the place of the usual three Thought Id ask a little on this. 1.3 barracks area 15-wide 1.4 optional early farming on stone layer using above-ground murky pool for irrigation. 1.2 dormitory at least 8z below surface, and 8z above undeground fort. The number is relative to the bottom of the map space. Miners dig area for: 1.1 stockpile to unload wagon.
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