![]() In advanced world gen, setting the option Make Caves Visible to Yes will make caves visible from the start. By default, however, they are hidden until discovered by an adventurer. On the world map, caves are displayed as Both parameters can be configured in advanced world generation. The number of caves per world is determined by the parameters Number of Mountain Caves and Number of Non-Mountain Caves. ![]() There are two ways caves can generate: mountain caves occur adjacent to a mountain region tile, while non-mountain caves occur in any land biome other than mountains. The mound can be located in any of the embark tiles, so it is not always found at the center of the site. The site encompasses 3×3 embark tiles, although the cave mound itself only takes up one embark tile, or 48×48 tiles. They are one of the few known sites that players can embark on without third-party tools. Like other sites, caves can be attacked by invaders or monsters. Kobold caves have an extended underground network of tunnels and chambers that are connected to the natural passageway. Dragons are known to hoard jewelry ettins and giants hoard jewelry, food, and alcohol.Ĭivilized races can also settle in an unoccupied cave. If a cave is inhabited by creatures fond of stealing items from nearby sites, their hoard will be littered all over the site. Certain megabeasts, semi-megabeasts and night creatures will settle in caves. Most caves have a natural population of subterranean animals, such as cave swallows and bats. Rarely, a cave may lack any passage or even an entrance into the mound. The passage most often leads deep down into a cavern. A cave is a small, natural site featuring a large rock mound, several z-levels high, with a downward passage beginning anywhere along the side of the mound.
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