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Editing 40d:Cave-in

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{{quality|Exceptional|15:54, 29 April 2011 (UTC)}}{{av}}
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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.
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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.'''
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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.
 
* 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.
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* 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.
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* 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.
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* Any water displaced by falling natural walls is not destroyed, but displaced upwards(!) to directly on top of the fallen walls.
  
 
== Avoiding cave-ins ==
 
== Avoiding cave-ins ==
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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 44:
 
  ▒....▒
 
  ▒....▒
 
  ▒▒▒▒▒▒
 
  ▒▒▒▒▒▒
</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.
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==== 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.
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[[Z-axis|Z-level]] 0: Your enemies, trees, etc. are on this level, and none of your dwarfs needs to go here.
 
  .......
 
  .......
 
  .CCCCC.
 
  .CCCCC.
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* 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.
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* 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 ====
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==== 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.
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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.  
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Beware, enemies with ranged weapons are able to shoot down the channels at your dwarfs below, but they should be safe from melee fighters.  
  
 
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.
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{{Mining FAQ}}
 
{{Mining FAQ}}
  
{{Category|Guides}}
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[[Category:Guides]]
{{Category|Physics}}
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[[Category:Physics]]

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