Bay 12 Games Forum

Please login or register.

Login with username, password and session length
Advanced search  
Pages: 1 [2]

Author Topic: no caverns :/  (Read 1940 times)

Skelodwarf

  • Bay Watcher
  • Likes Mica for it's perfect cleavage.
    • View Profile
Re: no caverns :/
« Reply #15 on: January 12, 2011, 10:57:59 pm »

Yeah, if you have sand, it becomes infinitely easier. It still takes forever though.

And as for power, just make a grid on your river. If you don't have a river, a wind farm CAN work, but is for more space-consuming, so a fusion reactor is probably better.
Logged
I never really got that excited over Microcline... Oh wait, THAT blue stuff.

Zidane

  • Bay Watcher
  • Urist Mc Fracture has been struck down by Horse!!
    • View Profile
Re: no caverns :/
« Reply #16 on: January 12, 2011, 10:59:47 pm »

You can have cavern plants, you just need to copy a few tokens from above ground plants, and paste them to cavern plants.
Logged
Give cats natural metallic armor and throw them in your danger room.  Also allow their mouth and tail to grasp (shield in mouth, weapon in tail xD)  Have a cat based military.  You know, do the same with all tame animals xD send in the cats as shock troops to disrupt the archers

Sutremaine

  • Bay Watcher
  • [ETHIC:ATROCITY: PERSONAL_MATTER]
    • View Profile
Re: no caverns :/
« Reply #17 on: January 13, 2011, 01:04:49 am »

That was so off topic I might die.
In some areas you can cave the surface layers in to bring some sand tiles down to the magma sea, iirc.
Logged
I am trying to make chickens lay bees as eggs. So far it only produces a single "Tame Small Creature" when a hen lays bees.
Honestly at the time, I didn't see what could go wrong with crowding 80 military Dwarves into a small room with a necromancer for the purpose of making bacon.

Rask

  • Bay Watcher
    • View Profile
Re: no caverns :/
« Reply #18 on: January 13, 2011, 04:07:36 am »

I hope you don't mind if I edge a question in here, I don't really want to start an new thread for it, and it's mostly related to this...
The last 2 embarks I picked, both joyous wilds, next to untamed wilds ocean, have their caverns start at 25, (As I set the parameters to) and then the caverns take up the next 80 layers. What is causing this, and how can I stop it? I don't want to have to dig that deep for magma.

Set "Z levels above layer 5" to 100. This increases the depth of the magma sea, pushing it up higher. As a beneficial side effect, the length of the pillars leading to the layer below increases too, providing more valuable material.
Logged

penco

  • Bay Watcher
    • View Profile
Re: no caverns :/
« Reply #19 on: January 13, 2011, 12:49:37 pm »

actually it helps me, since i can never work out how to get the magma up to the surface

It's more helpful just to bring the surface down to the magma. Change Layers_Above_Level_4 to something big, and just build your whole fort between the magma and the caves.
Logged

Brandedahall

  • Bay Watcher
  • DWARF...why you not work :(
    • View Profile
Re: no caverns :/
« Reply #20 on: January 13, 2011, 12:54:37 pm »

You can have cavern plants, you just need to copy a few tokens from above ground plants, and paste them to cavern plants.

where would i find the raws for them?

EDIT: nvm found it :)
Logged
Hi guys, like my post? give me a msg

i also like critisism

[This is a pig tail fiber thong, it object menaces with spikes of pig tail fiber] D:

Zidane

  • Bay Watcher
  • Urist Mc Fracture has been struck down by Horse!!
    • View Profile
Re: no caverns :/
« Reply #21 on: January 13, 2011, 04:22:04 pm »

You can have cavern plants, you just need to copy a few tokens from above ground plants, and paste them to cavern plants.

where would i find the raws for them?

EDIT: nvm found it :)

I was happy to help Comrade
Logged
Give cats natural metallic armor and throw them in your danger room.  Also allow their mouth and tail to grasp (shield in mouth, weapon in tail xD)  Have a cat based military.  You know, do the same with all tame animals xD send in the cats as shock troops to disrupt the archers
Pages: 1 [2]