![]() ![]() 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.) 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. 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. The player moves their view from one z-level to another by using to move down. 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. And I know for sure there are plenty of You Tube tutorials on. ![]() I believe there is a full write up on Quantum Stockpiles in the Dwarf Fortress Wiki. ![]() Its been about 3 weeks in game time and none of the second or third layer plants are starting to grow yet. 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. I cracked cavern layer one in the first year of the game and just now did two and three. 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. Cavern Layers The underground is divided into a number of cavern 'layers' with a variety of biomes and other features distributed throughout. Workshops and stockpiles, main tavern hall and hospital. You might consider just editing the top level so that X z-levels will allays appear above the first cavern layer. Specifically you can pick how many minimum Z-levels will exist between each layer. But every map is a little different, so sometimes I build parts of my fort in chunks. The bottom 2 cavern layers relate to a placeholder layer used for rares like underground fortresses, the magma sea & the bottom fun layer. and by the time my main stair hits the first cavern layer I have enough space for my usual fort. Alternatively, you can reduce the number of cavern layers to just one. Unfortunately, you also lose underground plants and trees. Without caverns, you will have far fewer critters and threats pathfinding through winding passages. You can disable cavern layers in advanced world generation. The number is relative to the bottom of the map space. All Discussions Screenshots Artwork Broadcasts Videos Workshop News Guides Reviews. The game also has to track what is happening in the caverns. ![]()
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