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Difference between revisions of "40d:Cave-in"
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Actually, you're quite unlikely to cause cave-ins unless you are actively trying to cause them. In which case, you'd be wondering how to avoid cave-ins that ''cause damage'' to your folks. That's simple: Add a support under the stone mass, and link it to a distant lever. When you're done, hide everyone, pull the lever and watch the fireworks. | Actually, you're quite unlikely to cause cave-ins unless you are actively trying to cause them. In which case, you'd be wondering how to avoid cave-ins that ''cause damage'' to your folks. That's simple: Add a support under the stone mass, and link it to a distant lever. When you're done, hide everyone, pull the lever and watch the fireworks. | ||
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+ | In previous versions {{ver|0.23.130.23a and older}} cave-ins would occur after a while in any mined-out area 7x7 or larger. This is currently not the case, but it may be wise to avoid digging out 7x7 areas anyway, in case the feature is re-implemented in a future release. | ||
[[Category:Rooms]] | [[Category:Rooms]] | ||
[[Category:Guides]] | [[Category:Guides]] |
Revision as of 21:29, 13 November 2007
A cave-in can occur if an area is detached from all supporting tiles. A room can be as large as you want to make it, as long as it is supported by at least one tile from below. The system is a bit buggy right now, since it is only a placeholder.v0.27.169.33a Toady has stated he intends to implement more realistic cave-ins in future versions.
Cave-ins can be disabled through the init file, by changing [CAVEINS:YES] to [CAVEINS:NO].
How cave-ins work
Any unconnected section of rock (rock that is completely isolated from the rest of the world) will cave in. The game checks for rock connections in all 8 horizontal directions, up, and down. Stairs and supports count as supports for the rock.
Results of a cave-in
- Any creature caught under the falling material is crushed and killed.
- Any item caught under the falling material is encased in stone and must be dug out.
- Obviously, anything standing -on- the area that caves in falls and may be wounded.
- A large amount of dust is generated; Any creature caught by the dust from the collapse is knocked unconscious, and may recieve injuries
- All buildings and constructions under and above the falling area are destroyed
- Rock remains mostly intact, while wood constructions become logs
- Unmined rock and soil crashes through multiple floors, and stops only upon reaching solid ground, where it piles up
- Mined stairs and ramps will settle like unmined rock: Stairs down that fall onto previously empty floors will reveal the level below
- Anything falling into a flow (like water) sinks to the bottomv0.27.169.33a
Avoiding cave-ins
Do not make unconnected sections of rock.
Actually, you're quite unlikely to cause cave-ins unless you are actively trying to cause them. In which case, you'd be wondering how to avoid cave-ins that cause damage to your folks. That's simple: Add a support under the stone mass, and link it to a distant lever. When you're done, hide everyone, pull the lever and watch the fireworks.
In previous versions v0.23.130.23a and older cave-ins would occur after a while in any mined-out area 7x7 or larger. This is currently not the case, but it may be wise to avoid digging out 7x7 areas anyway, in case the feature is re-implemented in a future release.