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Difference between revisions of "DF2014 Talk:Tile attributes"

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(Outside-ray-blocking tile? Should add if extant.)
 
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Further, the forums seem to resolve that all tiles block the ray ([http://www.bay12forums.com/smf/index.php?PHPSESSID=990c5fdc5c682e66550ea2d7bfdf8c31&topic=145777.msg5824678#msg5824678 forum post by Miuramir]). If a non-blocking tile exists, it should be here. I'd add it if I knew. [[Special:Contributions/174.22.47.63|174.22.47.63]] 03:02, 4 August 2015 (UTC)
 
Further, the forums seem to resolve that all tiles block the ray ([http://www.bay12forums.com/smf/index.php?PHPSESSID=990c5fdc5c682e66550ea2d7bfdf8c31&topic=145777.msg5824678#msg5824678 forum post by Miuramir]). If a non-blocking tile exists, it should be here. I'd add it if I knew. [[Special:Contributions/174.22.47.63|174.22.47.63]] 03:02, 4 August 2015 (UTC)
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:There are many different tiles; exhaustively testing all of them just to update a footnote in the wiki sounds like a lot of work (but if you're volunteering, go right on ahead!). Without doing the footwork, almost is ''almost'' guaranteed to be more accurate than an untested blanket statement. For this instance, a quick glance shows that tiles under tree canopies remain "Outside" despite having potentially navigable branches above them. Dwarves can't build a tree (yet!), but that's precisely the kind of minor exception that makes "almost" appropriate.--[[User:Loci|Loci]] ([[User talk:Loci|talk]]) 19:44, 4 August 2015 (UTC)
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::I tested a small number of buildings/tiles. I tried the unsupported furnishings since those that seemed like an edge-case ([http://www.bay12forums.com/smf/index.php?topic=132945.msg4744841#msg4744841 Unsupported furnishings method])
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::Things that let the outside-ray ''pass'':
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::*Unsupported Doors
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::*Unsupported Wall grates
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::*Unsupported Querns
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::*Branches (your's)
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::*Thick branches (your's)
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::Things that ''block'' the outside-ray:
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::*Unsupported Statues
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::*Unsupported Floodgates (both open and closed)
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::*Unsupported Gem windows
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::*Floor Hatches
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::*Floor grates
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::*Trunks
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::I don't think Doors or Wall grates block z-level movement of creatures, nor rain/snow. So the protected anti-cave-adaptation problem is as bad as ever. (home IP) [[Special:Contributions/75.163.8.103|75.163.8.103]] 23:42, 4 August 2015 (UTC)
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The combination Inside Dark Above Ground is not impossible in fortress mode. I have one in my fortress. It has to do with a  tree I cut out. Also, the hole is above a stockpile. Maybe that is why the light ray didn't get to the  ground. I can upload a screenshot if necessary. I just don't know how.

Latest revision as of 02:56, 24 December 2016

Outside Ray Blocking Tile?[edit]

The section about Outside vs Inside says that "Almost any kind of geometry will block the outside ray". Is the "Almost" just to cover the original writer's proverbial backside, or are there known tiles which do not block the outside ray? Obviously empty space doesn't block the ray... but that's a given.

Further, the forums seem to resolve that all tiles block the ray (forum post by Miuramir). If a non-blocking tile exists, it should be here. I'd add it if I knew. 174.22.47.63 03:02, 4 August 2015 (UTC)

There are many different tiles; exhaustively testing all of them just to update a footnote in the wiki sounds like a lot of work (but if you're volunteering, go right on ahead!). Without doing the footwork, almost is almost guaranteed to be more accurate than an untested blanket statement. For this instance, a quick glance shows that tiles under tree canopies remain "Outside" despite having potentially navigable branches above them. Dwarves can't build a tree (yet!), but that's precisely the kind of minor exception that makes "almost" appropriate.--Loci (talk) 19:44, 4 August 2015 (UTC)
I tested a small number of buildings/tiles. I tried the unsupported furnishings since those that seemed like an edge-case (Unsupported furnishings method)
Things that let the outside-ray pass:
  • Unsupported Doors
  • Unsupported Wall grates
  • Unsupported Querns
  • Branches (your's)
  • Thick branches (your's)
Things that block the outside-ray:
  • Unsupported Statues
  • Unsupported Floodgates (both open and closed)
  • Unsupported Gem windows
  • Floor Hatches
  • Floor grates
  • Trunks
I don't think Doors or Wall grates block z-level movement of creatures, nor rain/snow. So the protected anti-cave-adaptation problem is as bad as ever. (home IP) 75.163.8.103 23:42, 4 August 2015 (UTC)

The combination Inside Dark Above Ground is not impossible in fortress mode. I have one in my fortress. It has to do with a tree I cut out. Also, the hole is above a stockpile. Maybe that is why the light ray didn't get to the ground. I can upload a screenshot if necessary. I just don't know how.