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Editing v0.34:Caverns
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==Benefits== | ==Benefits== | ||
− | Caverns provide ever regenerating resources in form of underground [[wood|forests]], animals to hunt, and fish. On breaching a cavern layer, a variety of [[ore]]s and [[gem]]s lining its walls will be revealed. The cavern floors are always [[Farming#Underground Farming|muddied]], providing soil to a variety of underground [[plant]]s. Also, underground caverns and the [[water]] they provide can be used in constructions and traps. In places like [[glacier]]s, caverns will provide the only source of [[water]] and [[farming|farmable]] land. Throwing your prisoners into a damp hellhole filled with ravaging beasts is a nice addition, too. Additionally, creating a world without caverns will result in no subterranean plants, plant products (plump helmets/spawn/wine etc.) or fish available on embark | + | Caverns provide ever regenerating resources in form of underground [[wood|forests]], animals to hunt, and fish. On breaching a cavern layer, a variety of [[ore]]s and [[gem]]s lining its walls will be revealed. The cavern floors are always [[Farming#Underground Farming|muddied]], providing soil to a variety of underground [[plant]]s. Also, underground caverns and the [[water]] they provide can be used in constructions and traps. In places like [[glacier]]s, caverns will provide the only source of [[water]] and [[farming|farmable]] land. Throwing your prisoners into a damp hellhole filled with ravaging beasts is a nice addition, too. Additionally, creating a world without caverns will result in no subterranean plants, plant products (plump helmets/spawn/wine etc.) or fish available on embark (or trade? {{verify}}). |
Once an underground cavern has been discovered, shrubs and trees will spontaneously grow on any subterranean [[soil]] or [[mud]]died [[rock]] on every embark site that accesses the cavern. This means that if you find a cavern in one embark site and embark in another site accessing the same cavern, plants will start growing there even before you discover the branch of the cavern that lies under the site. This allows you to construct underground tree farms and avoid sending dwarves to the surface to harvest wood, or just to get wood in environments without above-ground forests. | Once an underground cavern has been discovered, shrubs and trees will spontaneously grow on any subterranean [[soil]] or [[mud]]died [[rock]] on every embark site that accesses the cavern. This means that if you find a cavern in one embark site and embark in another site accessing the same cavern, plants will start growing there even before you discover the branch of the cavern that lies under the site. This allows you to construct underground tree farms and avoid sending dwarves to the surface to harvest wood, or just to get wood in environments without above-ground forests. |