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40d Talk:Ramp

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redirect slope to this place? took a while for me to find this. helps in making traps and controlling movements. thank god things can't fly...i think. oh right and i don't know how to do whatever. redirect.--Seaneat 17:22, 30 June 2008 (EDT)

Yeah, things can totally fly. Angrystalk the Giant Bat, I know you're out there, come join your brothers in my cages! ---Zombiejustice 20:02, 30 June 2008 (EDT)

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? --Ehertlein 12:21, 29 August 2008 (EDT)

One thing you can do is to dig one tile further than the ramp shall be, and dig a channel there.
Then, your miners are able to dig from there an upward ramp on the level below:
(side view)
XXXXXXXXXXXXXXXXXXXXXXXXX                  
               cXXXXXXXXX Level Z              c (c)hannel here at first
XXXXXXXXXXXXXX>______XXXX Level Z-1            >  then place an upward ramp here
If anyone is able to explain this better, fell free to edit.--Doub
I am going to load up a different game and try this out. :) I don't have anything built at Z-1 yet so I hope I can dig the ramp from higher up.
Ok so this was simpler then I thought I simply changed the Z level one lower and designated ups. No channels, no stairs, just go one lower and designate the up. --Ehertlein 13:57, 29 August 2008 (EDT)
Forget that complicated process - to dig a downward ramp, simply move the screen down one z-level and designate an upward ramp. --Juckto 20:56, 3 September 2008 (EDT)
Indeed, you are right. How simple! Thx. --Doub 10:44, 4 September 2008 (EDT)
Quirk: if you designate a downward stairway, then a ramp instead of an upward stairway on the level below, the finished product will be a ramp. A bit of strangeness, I saw it on the forums, tried it myself, it worked and a stuck miner rescued himself, leaving only a ramp behind. Version 40d. --Jellyfishgreen 18:39, 9 January 2009 (EST)

Current Oddities caused by ramp?

I'm gonna upload a new map on DFMA, Tongsgate. The savefile will be available. I'm having an oddity with a sealed artificial lake with a ramp in it (for transportation. It has a current just like a river. unsigned comment by Erathoniel

Speaking of ramp oddities, mine saved my dwarves life. I had a proficient swimmer dwarf fall into a river building a channel, and he just sat there being pushed with the current. With a little clever manipulation, I shoved him into 1/7 water quickly and had him build a ramp to the surface. He lived. Woo! unsigned comment by Milskidasith

Currently, I have on one level ramps leading down, and the level underneath it is open space. Is there any way to fix this? It may have been caused by me clearing a lot of ground by using a controlled cave-in.--Sphexx 09:57, 22 March 2009 (UTC)

Construction of upward ramps underneath the already present downward ramps should make them usable again, if that is what you want. --Elvang 14:40, 22 March 2009 (UTC)
I currently want to remove them. Right now they are submerged in magma, and cave-ins are not working. I might end up cooling it and just re-mine all of it, but if there is an easier way, I'd like to know. --Sphexx 20:17, 22 March 2009 (UTC)

People don't use ramps?

I've put my trade depot a floor aboveground, with ramps then a bridge leading to it. Wagons get there fine, but people never take the ramps -- they always get there through the auxilliary tunnels. In fact if I bar the gates traders just sit in place, unable to find a path. --Corona688 16:16, 11 November 2008 (EST)

Do you have traffic designations making the people want to go through the tunnels? Are the tunnels simply more direct routes to the depot? --Savok 00:32, 25 November 2008 (EST)
I don't have traffic designations making them want to go through the tunnels instead, no. Not that merchants would obey such things anyway. --Corona688 18:45, 29 November 2008 (EST)

On a related note, I've never seen nor can I get goblins to use ramps. The entrance to my fort is usually a long hallway with ramps at the end and a second long hallway a z-level down with a depot at the end. To save time when hauling stuff from the surface there's a stairway with a door I can lock during sieges. Siege comes, I lock the door(only door to be locked during siege), and the goblins will move halfway down the first hallway and then just sit there, never approaching the ramps even if I station a dwarf on them. --Elvang 22:30, 12 March 2009 (UTC)

Picture is wrong

Just a bit: the upper ramp is valid, since it has supporting wall (diagonal one (even two of them)). Need to repaint it as floor also. --Dorten 23:06, 24 November 2008 (EST)

Wagon torque / horsepower?

Is there any limit to how many adjacent ramp squares a wagon can traverse? Aesthetically, I had always placed 3 or more tiles of flat space between two ramps, on the assumption that the wagon needed to "level out" before negotiating another hill... but I've seen them do some crazy off-roading on their way to my fortress. Can I have an underground depot at Z-6 that is served by a single continuous down-ramp? --Jurph 16:54, 4 December 2008 (EST)

Yep.--Maximus 17:33, 4 December 2008 (EST)
...or a floodable pit through which everything coming in must pass, if you're not a bridge person. Sharp 09:18, 26 January 2009 (EST)

Downward only ramp

The following text has been removed for innacuracy: Dwarfs on the upper floor will be able to descend to the lower, by walking onto the ramp and then off of the ramp, but dwarfs from the lower floor will not be able to go up. see ramp test video --Kaypy 15:15, 2 September 2009 (UTC)

Short Version

I wanted to add a simply summary because most of the examples and illustrations don't do anything for me, and I fear they may make it look more complicated than it really is. I originally posted this:

  1. The ramp must have a wall next to it.
  2. The space above the ramp must be open.
  3. The space above one of the walls next to the ramp must be open.

Someone added the following to it:

The space above one of the walls next to and forward of the ramp must be open.

I took it back out because I have no idea what it was supposed to mean. If there's really some significant aspect I'm overlooking, it needs to be explained better, preferably as a separate rule. If not, can we please keep the "short version" as simple as possible?

Agreed that the examples and illustrations aren't clear. The "short version" should be the "main version". Cheepicus 20:37, 10 October 2009 (UTC)

Untrue Things on this Page, In My Experience

  1. Ramps support other ramps as if they were all one big ramp. (?!)
  2. Digging a ramp under trees is dangerous.
  3. Dwarves can dig from the bottom of a ramp up to a space that doesn't have a wall under it.

I've verified these in 40d. I might just excise them and clean up the page a bit. Cheepicus 20:37, 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. 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. Cheepicus 20:49, 10 October 2009 (UTC)