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Difference between revisions of "v0.34:Mountain"

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(removed rule T about grass not growing back, and bug reported in 0.31.21)
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Mountains imply high elevation in the surrounding area.  This can result in a "forest" biome that does not actually have any [[tree]]s, since above a certain elevation there may be no [[soil]] and therefore no place for trees to actually grow.  When choosing a starting fortress site, be sure to check the elevation map (using the {{k|Tab}} key), and try to get a mix of low and medium or high elevations if possible.
 
Mountains imply high elevation in the surrounding area.  This can result in a "forest" biome that does not actually have any [[tree]]s, since above a certain elevation there may be no [[soil]] and therefore no place for trees to actually grow.  When choosing a starting fortress site, be sure to check the elevation map (using the {{k|Tab}} key), and try to get a mix of low and medium or high elevations if possible.
  
In this version, mountains are covered with grass when first encountered, but if the grass is removed (whether due to grazing, construction, or simple trampling), it will '''never''' grow back. Keep this in mind when designating [[pasture]]s, lest your animals starve.
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Mountains are covered with grass when first encountered, but if the grass is removed (whether due to grazing, construction, or simple trampling), it will '''never''' grow back{{bug|4154}}. Keep this in mind when designating [[pasture]]s, lest your animals starve.
  
 
== Minerals ==
 
== Minerals ==

Revision as of 05:49, 23 November 2022

This article is about an older version of DF.

A mountain is a biome with a naturally high elevation usually culminating in a peak. Volcanoes are also a kind of mountain.

As part of a starting site, mountains provide jagged terrain and impassable cliffs. They usually have very limited water resources, i.e., few ponds or streams, although many streams and rivers originate from the base of mountain ranges. They often have sparse vegetation, and depending on the elevation may lack any sort of usable soil. In Adventurer mode it's impossible to cross a Mountain tile in Travel mode, even if you have flying capabilities.

It is not possible to start a fortress on an exclusively mountain biome; however, fortress sites can straddle mountains on one side and more (or less) hospitable biomes on the other, which will provide more valuable diversity of wildlife and resources.

Mountains imply high elevation in the surrounding area. This can result in a "forest" biome that does not actually have any trees, since above a certain elevation there may be no soil and therefore no place for trees to actually grow. When choosing a starting fortress site, be sure to check the elevation map (using the Tab key), and try to get a mix of low and medium or high elevations if possible.

Mountains are covered with grass when first encountered, but if the grass is removed (whether due to grazing, construction, or simple trampling), it will never grow backBug:4154. Keep this in mind when designating pastures, lest your animals starve.

Minerals

The stratification listed for mountains in Dwarf Fortress usually consists of one lighter rock type, generally a sedimentary stone (such as limestone, mudstone or dolomite), and then two further layers of heavy intrusive igneous (such as Granite, Rhyolite, or Gabbro) or metamorphic rock (such as Gneiss, Quartzite, or Phyllite). Stone, and subsequently ores, are always in abundance in mountain biomes.

Wildlife

In neutral mountains appear:


Many of these creatures can also have giant or humanoid variations which will appear in savage mountain ranges.

In good mountains also appear:

In evil mountains also appear:

Worlds




Chasm · Desert · Forest · Glacier · Grassland · Lake · Mountain · Murky pool · Ocean · River · Savanna · Shrubland · Tundra · Wetland