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Difference between revisions of "40d:Cave-in"

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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 [[Technical tricks|init]] file, by changing [CAVEINS:YES] to [CAVEINS:NO].
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== How cave-ins work ==
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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 ==
 
== 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 creature caught by the dust from the collapse is knocked [[unconscious]], and may recieve [[Wounds|injuries]]
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* Obviously, anything standing -on- the area that caves in falls and may be wounded.
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* A large amount of dust is generated; Any creature caught by the dust from the collapse is knocked [[unconscious]], and may recieve [[Wounds|injuries]]
 
* All [[building]]s and [[construction]]s under and above the falling area are destroyed
 
* All [[building]]s and [[construction]]s under and above the falling area are destroyed
 
* [[Rock]] remains mostly intact, while [[wood]] constructions become logs
 
* [[Rock]] remains mostly intact, while [[wood]] constructions become logs
* Rock crashes through multiple [[floor]]s, and stops only upon reaching solid ground
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* Unmined rock and soil crashes through multiple [[floor]]s, and stops only upon reaching solid ground, where it piles up
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* 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 bottom{{ver|0.27.169.33a}}
 
* Anything falling into a [[flow]] (like [[water]]) sinks to the bottom{{ver|0.27.169.33a}}
  
 
== Avoiding cave-ins ==
 
== Avoiding cave-ins ==
 
{{Notice Box|In Progress|This section still needs to be written.}}
 
{{Notice Box|In Progress|This section still needs to be written.}}
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Don't make unconnected sections of rock, genius.
  
 
[[Category:Rooms]]
 
[[Category:Rooms]]
 
[[Category:Guides]]
 
[[Category:Guides]]

Revision as of 00:33, 8 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.
  • 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

.    
   
This section still needs to be written.

Don't make unconnected sections of rock, genius.