v50 Steam/Premium information for editors
  • v50 information can now be added to pages in the main namespace. v0.47 information can still be found in the DF2014 namespace. See here for more details on the new versioning policy.
  • Use this page to report any issues related to the migration.
This notice may be cached—the current version can be found here.

Editing 40d:Cave-in

Jump to navigation Jump to search

Warning: You are not logged in.
Your IP address will be recorded in this page's edit history.

You are editing a page for an older version of Dwarf Fortress ("Main" is the current version, not "40d"). Please make sure you intend to do this. If you are here by mistake, see the current page instead.

The edit can be undone. Please check the comparison below to verify that this is what you want to do, and then save the changes below to finish undoing the edit.

Latest revision Your text
Line 1: Line 1:
{{quality|Exceptional|15:54, 29 April 2011 (UTC)}}{{av}}
+
A '''cave-in''' is when walls, floors, and objects plummet downwards to lower [[Z-axis|Z-levels]] under the influence of [[gravity]]. A cave-in will occur if constructions or ground tiles are detached from all supporting tiles (bridges and the like do not support constructions). Since it is only a placeholder, the system is highly unrealistic—you can hold up a giant megafortress by a slender pillar of soap. [[Toady One]] has stated he intends to implement more realistic cave-ins in future versions.
:''A section of the cavern has collapsed!''
 
  
A '''cave-in''' is when walls, floors, and objects plummet downwards to lower [[Z-axis|Z-levels]] under the influence of [[gravity]]. A cave-in will occur if constructions or ground tiles are detached from all supporting tiles (bridges and the like do not support constructions). Since it is only a placeholder, the system is highly unrealistic—you can hold up a giant megafortress by a slender pillar of soap. [[Main:Toady One|Toady One]] has stated he intends to implement more realistic cave-ins in future versions.
+
Cave-ins can be disabled through the [[Technical tricks|init]] file, by changing [CAVEINS:YES] to [CAVEINS:NO].
 
 
Cave-ins can be disabled through the [[Main:Technical tricks|init]] file, by changing [CAVEINS:YES] to [CAVEINS:NO].
 
  
 
== How cave-ins work ==
 
== How cave-ins work ==
  
Any ''disconnected'' [[construction]] or section of [[rock]] or [[soil]] will cave in. The game checks for connections along the X, Y, and Z axes (that's left/right, up/down, and above/below). Any construction, even [[Stair]]s (natural or constructed), and [[support]]s (naturally) provide support/connections. [[Stairs|Upstairs]] will provide support for the z-level above even if there is no downstairs above, acting as an invisible floor. '''Diagonal connections and [[bridge]]s do not provide support.'''
+
Any ''unconnected'' section of terrain ([[rock]], dirt, or [[construction]] that is completely disconnected from the rest of the world) will cave in. The game checks for terrain connections along the X, Y, and Z axes (that's left/right, up/down, and high/low). Diagonal connections are not taken into account yet. [[Stairs]] and [[support|supports]] will hold up the terrain. There are not (m)any [[bridge]]s that will hold up the terrain.
  
 
== Results of a cave-in ==
 
== Results of a cave-in ==
  
* Any [[creature]] caught under the falling material is crushed and killed.
+
* Almost any [[creature]] caught under the falling material is crushed and killed.
* Any item caught under falling natural walls is destroyed completely. Natural floors and constructed walls and floors have a small chance of destroying items.
+
* Any item caught under falling natural walls is destroyed completely. Natural floors and constructed walls and floors have a small chance of destroying items.{{version|0.28.181.40d}}
 
* Anything standing on the area that caves in falls and may be wounded. The fall victim has a chance of being unable to walk away, somewhat proportional to the distance fallen but not set in stone. No pun intended.
 
* Anything standing on the area that caves in falls and may be wounded. The fall victim has a chance of being unable to walk away, somewhat proportional to the distance fallen but not set in stone. No pun intended.
 
* A large amount of dust is generated. Any creature caught by the dust from the collapse is knocked [[unconscious]] and thrown a few tiles, which may cause them to fall off a narrow bridge fifty z-levels above the ground.
 
* A large amount of dust is generated. Any creature caught by the dust from the collapse is knocked [[unconscious]] and thrown a few tiles, which may cause them to fall off a narrow bridge fifty z-levels above the ground.
Line 22: Line 19:
 
* Mined stairs and [[ramp]]s will settle like unmined rock; Stairs down that fall onto previously empty [[floor]]s will reveal the level below. If there's rock or floor above them, it'll cover the stairs.
 
* Mined stairs and [[ramp]]s will settle like unmined rock; Stairs down that fall onto previously empty [[floor]]s will reveal the level below. If there's rock or floor above them, it'll cover the stairs.
 
* Anything falling into a fluid sinks to the bottom. Therefore, it is not a good idea to punch a skylight into your meeting area if you forgot that e.g. your [[gem]] pile was directly below and you had a [[magma]] tube three Z levels afterward... you get the idea.
 
* Anything falling into a fluid sinks to the bottom. Therefore, it is not a good idea to punch a skylight into your meeting area if you forgot that e.g. your [[gem]] pile was directly below and you had a [[magma]] tube three Z levels afterward... you get the idea.
* Any water or magma displaced by falling natural walls is not destroyed, but teleported upwards(!) to directly on top of the fallen walls.
+
* If your [[dwarves]], [[animals]], items, or even the seven simultaneous [[goblin]] [[siege]]s at your [[door]] are unfortunate enough to be caught in a cave-in's dust cloud, they will be pushed around and likely sucked down to a lower level.
 +
:* This can be used to an advantage (i.e. drop a [[wood]]en floor such that the dust will push the invaders into your magma [[moat]]).
  
 
== Avoiding cave-ins ==
 
== Avoiding cave-ins ==
Line 32: Line 30:
 
One of the more common accidental cave-ins results when you're taking out the floor in a checker-pattern (dwarves [[channel]]ing may sometimes tend to make this mistake) and the area below isn't supported, resulting in a situation like the diagram below:
 
One of the more common accidental cave-ins results when you're taking out the floor in a checker-pattern (dwarves [[channel]]ing may sometimes tend to make this mistake) and the area below isn't supported, resulting in a situation like the diagram below:
  
<pre>
 
 
  Floor -1
 
  Floor -1
 
  ▒▒▒▒▒▒
 
  ▒▒▒▒▒▒
Line 48: Line 45:
 
  ▒....▒
 
  ▒....▒
 
  ▒▒▒▒▒▒
 
  ▒▒▒▒▒▒
</pre>
 
  
 
Another thing to watch out for is if you want to dig away a hill above ground, to make room for your fancy overground fort. You may dig away the hill on one level, and then have a huge platform of "floor" on the z-level above that falls on your [[miner]] if they get disconnected from the ground. Easy thing to miss the first time you do it.
 
Another thing to watch out for is if you want to dig away a hill above ground, to make room for your fancy overground fort. You may dig away the hill on one level, and then have a huge platform of "floor" on the z-level above that falls on your [[miner]] if they get disconnected from the ground. Easy thing to miss the first time you do it.
Line 59: Line 55:
 
*: Dropping a section of natural rock above an [[underground river]] can provide a way to dam the river. Similarly, causing a cave-in is probably the easiest way to be able to dig beneath an [[aquifer]] you can't dig around. This only works with natural rock; [[constructions]] will revert to their components, and not block the river at all.
 
*: Dropping a section of natural rock above an [[underground river]] can provide a way to dam the river. Similarly, causing a cave-in is probably the easiest way to be able to dig beneath an [[aquifer]] you can't dig around. This only works with natural rock; [[constructions]] will revert to their components, and not block the river at all.
 
* '''Death'''
 
* '''Death'''
*: Since a cave-in kills all [[creatures]] instantly, it can provide a convenient or amusing way to off a group of creatures.  
+
*: Since a cave-in kills most [[creatures]] instantly, it can provide a convenient or amusing way to off a group of creatures.  
 
* '''Removal of floor tiles'''
 
* '''Removal of floor tiles'''
 
*: Causing a cave-in will destroy non-reinforced (no wall or support underneath) floor tiles directly underneath the falling terrain - this is a good way to e.g. hollow out a large area. All that's left to do is a little bit of cleanup on the edges, but look at all the channeling you save yourself!
 
*: Causing a cave-in will destroy non-reinforced (no wall or support underneath) floor tiles directly underneath the falling terrain - this is a good way to e.g. hollow out a large area. All that's left to do is a little bit of cleanup on the edges, but look at all the channeling you save yourself!
Line 66: Line 62:
 
* '''Breaking through multiple aquifer levels'''
 
* '''Breaking through multiple aquifer levels'''
 
*: Showcase with two levels: [[User:Rhenaya/HowtoDualAquifer]]
 
*: Showcase with two levels: [[User:Rhenaya/HowtoDualAquifer]]
* '''Trapping [TRAPAVOID] creatures'''
 
*: Since the dust from a cave in knocks out creatures, and any unconscious creature triggers a trap (This includes your dwarves and other friendly creatures), combine a cave in with cage traps for the capture.
 
  
 
=== Caving-in the toplevel/terrain from inside ===
 
=== Caving-in the toplevel/terrain from inside ===
  
 
You can cause terrain above you to cave in without going outside by first mining up stairs below the "borderline" you want to channel, and then channeling the tiles above them.
 
You can cause terrain above you to cave in without going outside by first mining up stairs below the "borderline" you want to channel, and then channeling the tiles above them.
The tiles above the up stairs can be mined from below while standing on the stair, so you don't have to go outside. Ramps would also work for that alone, but the ramps would allow enemies to enter, whereas the up-stairs alone do not allow passage to above as there is no corresponding down-stair above them.
+
The tiles above the up stairs can be mined from below while standing on the stair, so you don't have to go outside. Ramps would also work for that alone, but the ramps would allow enemies to enter, whereas the up-stairs alone do not allow passage to above as there is no corresponding down-stair above them. {{verify}}
  
 
==== Step 1: Preparation, up-stairs ====
 
==== Step 1: Preparation, up-stairs ====
Line 90: Line 84:
 
==== Step 2: Channeling ====
 
==== Step 2: Channeling ====
  
[[Z-axis|Z-level]] 0: Your enemies, trees, etc. are on this level, and none of your dwarves needs to go here.
+
[[Z-axis|Z-level]] 0: Your enemies, trees, etc. are on this level, and you none of your dwarfs needs to go here.
 
  .......
 
  .......
 
  .CCCCC.
 
  .CCCCC.
Line 100: Line 94:
 
* C = Channel
 
* C = Channel
 
[[Designate]] one [[channel]] above each stair from the previous step.
 
[[Designate]] one [[channel]] above each stair from the previous step.
* Dwarves are able to dig the channels by standing below on the stairs.
+
* Dwarfs are able to dig the channels by standing below on the stairs.
 
* Enemies are not able to enter without down-stairs connected to the up-stairs.
 
* Enemies are not able to enter without down-stairs connected to the up-stairs.
  
==== Step 3: Keep your dwarves safe and pull the lever ====
+
==== Step 3: Keep your dwarfs safe and pull the lever ====
  
Note: Your dwarves will not dig the channels if "dwarves stay indoors" is active, but you can lock them in using drawbridges to prevent them from going outside.
+
Note: Your dwarfs will not dig the channels if "dwarfs stay indoors" is active, but you can lock them in using drawbridges to prevent them from going outside.
  
Beware, enemies with ranged weapons are able to shoot down the channels at your dwarves below, but they should be safe from melee fighters.  
+
Beware, enemies with ranged weapons are probably able to shoot down the channels at your dwarfs below, but they should be safe from melee fighters. {{verify}}
  
Want an underground forest but no underground river on the map? No problem, just drop the above-ground-forest a few z-levels and build a floor above it.
+
Want an underground forest but no underground river on the map? No problem, just drop the above-ground-forest a few z-levels and build a floor above it. {{verify}}
  
 
{{Mining FAQ}}
 
{{Mining FAQ}}
  
{{Category|Guides}}
+
[[Category:Guides]]
{{Category|Physics}}
+
[[Category:Physics]]

Please note that all contributions to Dwarf Fortress Wiki are considered to be released under the GFDL & MIT (see Dwarf Fortress Wiki:Copyrights for details). If you do not want your writing to be edited mercilessly and redistributed at will, then do not submit it here.
You are also promising us that you wrote this yourself, or copied it from a public domain or similar free resource. Do not submit copyrighted work without permission!

To protect the wiki against automated edit spam, we kindly ask you to solve the following CAPTCHA:

Cancel Editing help (opens in new window)