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Difference between revisions of "v0.31:Cave"

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(I just discovered a cave that did not lead to a passage downwards. On the last level of the cave there is no way further down, nor are there any other ways down.)
(expanded, corrected, organized)
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{{av}}{{Quality|Fine|13:29, 10 June 2010 (UTC)}}
 
{{av}}{{Quality|Fine|13:29, 10 June 2010 (UTC)}}
  
A '''cave''' is a natural formation that occurs in any area, consisting of a small (one-tile wide) hole in the wall of a large rock mound on the surface leading to narrow winding passageways that span several Z-levels. The rock mounds are typically rough and it can be difficult for an adventurer to see or locate the cave entrance. '''Caves''' often, but not always, have deep passages that lead down into {{l|caverns}}.
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A '''cave''' is a natural formation that occurs in or adjacent to any non-mountain region tile, consisting of a 48x48 tile wide site within the non-mountain biome.  Caves most often feature a large rock mound several z-levels high with a downward passage beginning anywhere along the side of the mound. '''Caves''' often, but not always, have deep passages that lead down into {{l|caverns}}; they may also be lacking any passages or, more rarely, the mound itself.
  
Caves are sometimes home to named creatures and semimegabeasts such as {{L|ettin}}s. If a cave is inhabited by creatures fond of stealing items from nearby sites, the stolen goods will be littered all over the area both inside and outside of the cave. If you're an adventurer looking to make some easy money, try visiting caves and filling your backpack with (twice) stolen crafts. Return to town and sell your loot.  
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In Dwarf Fortress Mode, you can can choose whether or not to make caves visible on the {{L|embark}} screen when you {{L|World generation|design}} the world you will play in. The default option for '''Make Caves Visible''' is set to No. Caves have the odd feature that the stone they are made of doesn't match the material left after it is dug out; for example, a rock wall will leave behind a clay floor.
  
In adventure mode, caves can be found by taking quests or scouting for them in {{L|adventure mode}}. This will place them on your map. In Dwarf Fortress Mode, you can can choose whether or not to make caves visible on the {{L|embark}} screen when you {{L|World generation|design}} the world you will play in. The default option for '''Make Caves Visible''' is set to No.
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Caves are sometimes home to named creatures and semimegabeasts such as {{L|ettin}}s. If a cave is inhabited by creatures fond of stealing items from nearby sites, their hoard will be littered over the area. The distribution of plunder remains within the 48x48 site, from the upper z limit down to any z-levels reachable by walking (no more loot will be found beyond a rampless drop or a waterlogged passage, even if the hoard's owner is a flying creature.) {{L|Dragon}}s are known to hoard jewelry, {{L|ettin}}s and {{L|giant}}s hoard jewelry, food and booze.
  
Caves have the odd feature that the stone they are made of doesn't match the material left after it is dug outFor example a rock wall will leave behind a clay floor.
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Caves can be found by taking quests in {{L|adventure mode}}. The cave will then replace the region tile where it is located, and will become the default entry location when fast traveling thereCaves separated entirely by mountain or ocean from a quest giver will never be targeted by their quests. They may still be located by scouting, and an announcement will be given when within the site's range, but it will not be mapped to the region tile.
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If you're an adventurer looking to make some easy money, try visiting caves and filling your backpack with (twice) stolen crafts. Return to town and sell your loot.  
  
 
{{World}}
 
{{World}}
  
 
[[Category:World]]
 
[[Category:World]]
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[[Category:Fortress Mode]]
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[[Category:Adventurer Mode]]

Revision as of 21:03, 9 September 2010

This article is about an older version of DF.

A cave is a natural formation that occurs in or adjacent to any non-mountain region tile, consisting of a 48x48 tile wide site within the non-mountain biome. Caves most often feature a large rock mound several z-levels high with a downward passage beginning anywhere along the side of the mound. Caves often, but not always, have deep passages that lead down into Template:L; they may also be lacking any passages or, more rarely, the mound itself.

In Dwarf Fortress Mode, you can can choose whether or not to make caves visible on the Template:L screen when you Template:L the world you will play in. The default option for Make Caves Visible is set to No. Caves have the odd feature that the stone they are made of doesn't match the material left after it is dug out; for example, a rock wall will leave behind a clay floor.

Caves are sometimes home to named creatures and semimegabeasts such as Template:Ls. If a cave is inhabited by creatures fond of stealing items from nearby sites, their hoard will be littered over the area. The distribution of plunder remains within the 48x48 site, from the upper z limit down to any z-levels reachable by walking (no more loot will be found beyond a rampless drop or a waterlogged passage, even if the hoard's owner is a flying creature.) Template:Ls are known to hoard jewelry, Template:Ls and Template:Ls hoard jewelry, food and booze.

Caves can be found by taking quests in Template:L. The cave will then replace the region tile where it is located, and will become the default entry location when fast traveling there. Caves separated entirely by mountain or ocean from a quest giver will never be targeted by their quests. They may still be located by scouting, and an announcement will be given when within the site's range, but it will not be mapped to the region tile.

If you're an adventurer looking to make some easy money, try visiting caves and filling your backpack with (twice) stolen crafts. Return to town and sell your loot.

Worlds




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