In general, the pathfinding algorithm will make a beeline to the right X and Y coordinates and then start floodfilling dumbly through the entire Z from there until it can find a way up, at which point the whole process repeats, so having fewer cavern tiles is better and open areas are to be avoided. Similarly, one could adjust Layer Openness and Layer Passage Density in advanced world generation to make the caverns have fewer tiles to path through. However, this will restrict access to subterranean plants and creatures, and reduce the number of spawned forgotten beasts.
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