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Editing 40d Talk:Ramp

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redirect slope to this place?
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took a while for me to find this.
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helps in making traps and controlling movements.
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thank god things can't fly...i think.
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oh right and i don't know how to do whatever. redirect.--[[User:Seaneat|Seaneat]] 17:22, 30 June 2008 (EDT)
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:Yeah, things can totally fly. Angrystalk the Giant Bat, I know you're out there, come join your brothers in my cages! ---[[User:Zombiejustice|Zombiejustice]] 20:02, 30 June 2008 (EDT)
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====Downward Ramp====
 
====Downward Ramp====
 
I am in my digging designation menu and I don't see an option to dig a ramp down? If I want to do that do I need to use stairs to get down, then construct ramps up? Then replace the stairs with ramps? --[[User:Ehertlein|Ehertlein]] 12:21, 29 August 2008 (EDT)
 
I am in my digging designation menu and I don't see an option to dig a ramp down? If I want to do that do I need to use stairs to get down, then construct ramps up? Then replace the stairs with ramps? --[[User:Ehertlein|Ehertlein]] 12:21, 29 August 2008 (EDT)
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:Albedo, you have done some editing of what other people have said on this talk page, including creating a misattribution (the original comment in this section is not by me), and you even deleted an entire section that I wrote! [[User:Cheepicus|Cheepicus]] 19:49, 14 October 2009 (UTC)
 
:Albedo, you have done some editing of what other people have said on this talk page, including creating a misattribution (the original comment in this section is not by me), and you even deleted an entire section that I wrote! [[User:Cheepicus|Cheepicus]] 19:49, 14 October 2009 (UTC)
::I don't believe I edited ''what'' was said - but it appears I am guilty of the two you specify. Both were unintentional, and I never saw your edit - thought his was yours, not sure how it happened, maybe I cross-edited somehow - you should have repaired them, but I have now, adding your missing subsection below.  
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::Both were unintentional, and I never saw your edit - thought that was his, not sure, maybe I cross-edited somehow - you should have repaired them, but I have now, adding your missing subsection below.  
:::I was going to, but my wiki-tech fu is not so strong. [[User:Cheepicus|Cheepicus]] 20:16, 14 October 2009 (UTC)
 
  
 
::Also, you caught me in mid-edit; to continue....
 
::Also, you caught me in mid-edit; to continue....
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Also, if you remove that wall, the ramp (often) collapses - no definition, no ramp. (A ramp in a corner has two supports, and can work either way - odd to think of, but that's DF.)  And that's my model.  Sometimes buggy ramps seem to work around that, but not always - but if you follow that model, you get a working ramp, leading where you want, 100% of the time.  <br />
 
Also, if you remove that wall, the ramp (often) collapses - no definition, no ramp. (A ramp in a corner has two supports, and can work either way - odd to think of, but that's DF.)  And that's my model.  Sometimes buggy ramps seem to work around that, but not always - but if you follow that model, you get a working ramp, leading where you want, 100% of the time.  <br />
 
I'm sure there's room for improvement on that - what would you suggest?--[[User:Albedo|Albedo]] 19:37, 14 October 2009 (UTC)
 
I'm sure there's room for improvement on that - what would you suggest?--[[User:Albedo|Albedo]] 19:37, 14 October 2009 (UTC)
 
:Well, there's a whole section about ramp collapse. I think it's a good idea if we mention it closer to the top with the important stuff, since it's such a common ramp experience a ramp-carver should be aware of. But I don't think it needs to be mixed in with the basics of what makes a ramp usable. (After all, not all ramps need support, "adjacent wall" is a perfectly clear term whereas "support" conflicts with construction support and mechanism support..). Another reason I don't think it should be is this:
 
 
:Ramp travel is a bit mysterious if you're going just by observed DF behavior. But for me, after absorbing ManaUser's simple rules, my expectations are now in line with how they operate in game. So I want the "using ramps" section to stay very clear, with a laser focus, and be about one thing and not mix in other stuff. To me that means keeping the list short, and keeping the list very close to the top of the section.
 
 
:As for some specific issues, here are my experiences.
 
#The direction of travel immediately before the ramp move is irrelevant. It's true that a dwarf won't do 180 "double back" moves, but that's a natural result of the rules; to do so he'd have to be standing inside a space that's supposed to be a wall, at some point. (And I bet with ridiculous timing on wall construction and dwarf pathing decisions, you could get a dwarf to do a 180.) As a result I think it's a bit misleading to talk about ramps having 'directions' that they 'feed'. A ramp is like a teleporter between the ramp bottom space and the tops of whichever adjacent wall the dwarf wants.
 
#I've never seen a dwarf hop down a ramp "illegally" as part of a normal move (i.e. when they wouldn't have hopped down a channel). In the example illustration on the page, the dwarf WILL be trapped up there.
 
#I haven't seen ramps be okay for awhile then stop working or collapse for no reason. I ''have'' seen the one-way thing but that's a bit of an edge case, and might just as easily be called a bug with floor deconstruction. Other edge bug cases may deserve mention too, but they shouldn't cloud the presentation of the basic rules and don't necessarily call them into question.
 
#Likewise I've not yet seen a ramp that looked valid, but was not used, that did not on closer inspection turn out to be invalid.
 
#Never seen a standalone (unsupported) ramp work, but of course after trying to get them to work for awhile, now I don't build them anymore :)
 
:Obviously some in-game examples would go miles but ''so far'' ManaUser's rules have been absolutely correct in my experience and in the slew of little experiments I did to verify them before doing my first edit. Though I also wanted to clarify them some (I prefer to say a space is 'walkable' rather than 'open' because Open Space is a game term and is very much not what is meant.) Can't resist tinkering sometimes. [[User:Cheepicus|Cheepicus]] 21:26, 14 October 2009 (UTC)
 
  
 
== Untrue Things on this Page, In My Experience ==
 
== Untrue Things on this Page, In My Experience ==
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I've verified these in 40d. I might just excise them and clean up the page a bit. [[User:Cheepicus|Cheepicus]] 20:37, 10 October 2009 (UTC)<br />
 
I've verified these in 40d. I might just excise them and clean up the page a bit. [[User:Cheepicus|Cheepicus]] 20:37, 10 October 2009 (UTC)<br />
 
Also, possibly, 4. Natural/carved ramps are "slopes" implying constructed ramps are true "ramps". DF calls them all slopes when you use {{k|k}}. I feel the terms are interchangeable, but ''ramp'' is preferable because it's the word used in the in the menus when your dwarves actually make them by both digging '''and''' constructing. [[User:Cheepicus|Cheepicus]] 20:49, 10 October 2009 (UTC)
 
Also, possibly, 4. Natural/carved ramps are "slopes" implying constructed ramps are true "ramps". DF calls them all slopes when you use {{k|k}}. I feel the terms are interchangeable, but ''ramp'' is preferable because it's the word used in the in the menus when your dwarves actually make them by both digging '''and''' constructing. [[User:Cheepicus|Cheepicus]] 20:49, 10 October 2009 (UTC)
:Okay - reading this for the first time (again, apologies) - agreed with all.  Except... ramps supported by other ramps ''sometimes'' (''eventually''?) collapse. That, and if they have no walls adjacent to them... where do they lead? Are they pointless, or are you imagining some arcane configuration?--[[User:Albedo|Albedo]] 20:02, 14 October 2009 (UTC)
 
 
::I haven't seen ramps support other ramps (and here we're talking about ramp-style support and collapse, not normal construction support and collapse).  It is ''possible'' to carve out unsupported ramps. The way players are most likely to see is when you have a single standalone "pillar" wall that you carve as a ramp. This happens when designating a large area for ramp carving. You can also do it by constructing a wall next to a natural wall or ramp, carving out all other support for the ramp, then deconstructing a wall.
 
::And yes a ramp without an adjacent wall is, as far as I know, totally pointless. Well, you can channel out the space directly above them from them, but you can do that with stairs too. [[User:Cheepicus|Cheepicus]] 21:26, 14 October 2009 (UTC)
 
::: I've seen collapses from doing mass ramping as an alternative to channeling. I predominantly have this issue when working outdoors. My working theory right now is that this occurs from trees or rocks becoming unsupported and fall a z-level. We will not discuss how many dwarves were slain to bring you this information. [[User:Doctorzuber|Doctorzuber]] 18:31, 31 March 2010 (UTC)
 
:::: Ramps are just floor tiles with perks; if other ramps are beside them without walls they're not 'supporting' each other, they're just two ramps that happen to be side by side. @Doctorzuber, digging ramps under rocks and boulders is fine, but if you dig under trees or stockpiles, the floor tile the obstacle is on does not disappear, so the cave-ins are not occuring because of the object falling but because there is a floor tile that has its support ramped away. Mass ramping is not a very safe way to dig in general; you really have to watch out for trees. A better way to dig an outdoor 1z pit would be to dig up-stairs underneath and then channel the whole thing out; even unconnected up-stairs will support tiles above it, and your dwarves will dig everything away from below. You still have to remove the trees, but if you mess up, there's no cave-in to deal with. --[[User:Retro|Retro]] 18:42, 31 March 2010 (UTC)
 
::::: I'm sitting here testing as I edit, After a number of collapses, I canceled my dig ramp commands and stopped to clear every tree and boulder away from the targeted area. I then resumed digging ramps. so far no collapses this time. As soon as the dwarves get around to digging it I'm isolating a single boulder on a single ground tile, I intend to ramp it. I anticipate a collapse. [[User:Doctorzuber|Doctorzuber]] 18:49, 31 March 2010 (UTC)
 
:::::: I'd attribute it to human error. I've had it happen too sometimes, generally when I've been digging in a hurry. If a creature is on a wall designated for ramping, either the dwarf will accidentally ramp them out and the creature falls a simply z-level down or the dwarf will not choose that mining job even if there is no other job left until the creature moves. --[[User:Retro|Retro]] 19:15, 31 March 2010 (UTC)
 
: Strange. Okay, isolated a single boulder above a single tile. Ramped the tile, and no collapse. Yet ramping a large area that contains boulders and or trees frequently causes collapses. Unsure of the exact configuration that causes the collapse. [[User:Doctorzuber|Doctorzuber]] 20:43, 31 March 2010 (UTC)
 
: Repeating this test with a tree. Isolated a single tower cap downstairs, single tree, single tile of obsidian below it. ramping the obsidian out causes a collapse. so there it is, verified, a ramped out tree can cause a collapse. [[User:Doctorzuber|Doctorzuber]] 20:54, 31 March 2010 (UTC)
 
: Repeating this test again using an Ensign Nefeklikot Redshirt accompanied by Logem Cattenkon, Baby on a single tile above a single tile of obsidian. ramping away the obsidian dropped them down a level but caused no collapse. I think there is an occasional indoor collapse scenerio yet, but this apparently isn't it. [[User:Doctorzuber|Doctorzuber]] 21:27, 31 March 2010 (UTC)
 
::Doctorzuber, again, it is not the tree but the floor tile that causes a collapse. Additionally, that information is already known and included on the wiki. Additionally, rather than repeatedly editing your own comments on the spot it would be better to finish your experiments and post the information here afterwards, ''after'' the last comment rather than inserting it in, to keep chronology right. As it stands I remain convinced you will not find something new about a random indoor collapse condition that nobody has yet discovered in the 3D version; if a tile is unsupported, it will collapse, and ramps are very good at accidentally causing cave-ins this way. The conditions causing these cave-ins are always simple human error derived from either not being careful or not knowing a few ramp rules, nothing more. --[[User:Retro|Retro]] 22:17, 31 March 2010 (UTC)
 

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