![]() Passages are natural tunnels connecting two layers by ramps and short, twisted tunnel sections. Magma pools can be distinguished from the magma sea even if they are only a single Z-level high due to two important features: they will always be walled by obsidian as opposed to the standard stone of the layer and, more importantly, will (very slowly) refill to their top if any magma is drained. ![]() 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. They have a fixed shape: The top z-level, where the pit meets the next cavern level, is un-muddied rough rock floor where the normal open 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. The average amount of water cavern layers feature depends on your world generation settings, specificallyĮxploring the underground world, you may find a variety of special geographical features. If a body of water in a cavern connects to the map edge, creatures native to subterranean/ underground biomes, that can swim, are able to spawn there, which maybe be considered a danger or a benefit. ![]() This can range from a few pools (similar to, but distinct from murky 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. Usually, most cavern layers are filled with water to a certain degree. Generating worlds using the ISLAND template tends 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. 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. Beneath the third layer lies the magma sea. The top of the first cavern usually resides about 10-11 z-levels below the surface.Įach cavern layer spans multiple z-levels.
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