

If you can go far enough, or return the way you came, you will eventually hit permanently unloaded chunks. You can keep "playing", but nothing is written to the world database files any longer. You can place an infinite number of torches, given the space, without the inventory counter decrementing. Moving things around in inventory results in them moving back after a second or so. Wielded light will lock to the spot where the engine broke, staying behind. (Much easier to tell exactly where if you are actually digging.) If you are running from terminal or look at debug.txt, you will see that actions have stopped recording. It might actually take some time to notice in some circumstances, but it can be easily checked: Try to type a chat command, e.g., /help. Now tested with plain MTG on 5.30.Īfter digging to some depth, usually right around y -50, but sometimes around y -110, the game engine half-dies.
DWARF FORTRESS CAVERN PIT MOD
This mod breaks games and the engine since some point. Great mod, a magnum opus even if in multiplayer it can be a bit taxing when people are exploring and generating new areas. Very rewarding, and a very neat effect when you activate it.Įnded up adding Hamlet's dwarves and carving out a city of gold in the primordial layer which is my absolute favorite.

I sat in front of it, frustrated, and then it suddenly clicked.
DWARF FORTRESS CAVERN PIT CODE
Even looked at the code briefly, but I figured you wouldn't add a puzzle where people need to brute-force through millions of possible combinations. I won't lie, the puzzle was a real headscratcher, the color part was easy enough, but the order threw me for a loop for a while. But if nobody's figuring it out that's no fun either, I'll try to think of more ways to insert clues into the game. Getting through the Slade should be an _accomplishment_. I didn't want it to be a walk in the park either, though - on the journey through life one should slow down a bit to smell the flowers. All told prospector says the map has over 10k of the stuff.Oh, MisterE, did my hint help? Should I give more? It's always difficult figuring out how hard a puzzle is when you're designing it from the inside, I was worried I might have made this one too tough. Sand, waterfall, flux and a magma pipe that comes up to about the top of the 3rd cavern layer, which puts it in the top 1/3 of the map.Ī spoiler sticking up to the top of the 3rd cavern, with 42 safe layers, and another 80 with a stick that could be mined around. The fortress does have two redeeming qualities, I think these settings may be affecting the cavern depth somehow in some cases. This is my second world gen like this, and I keep abandoning due to FPS. I also changed levels_above_layer_4 to 5, and levels_above_layer_1 to 10, but I have used that before, and not seen this. Most of those almost all rock with one almost bottomless pit, and a few very small steep paths through the rock. My third cavern starts at 58 levels down, and the last space with muddy cavern floor is at 135 z levels down. I am seeing weird things with the heights of my caverns using the 0 0 settings, my second level cavern on this embark is 17 z levels high of big open areas.
