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Editing 40d:Fire
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− | + | A border of exclamation marks (!!) on an item or [[dwarf]] name indicates that it is on '''fire'''. | |
− | ''' | + | Items on fire also release smoke and ignite adjacent items. The color of the name of burning dwarves will alternate between yellow and red (it may do so forever after the dwarf died). |
− | + | ==Previous behaviour== | |
− | + | This had problems in the old version, in that the burning items set other nearby items on fire. A good example: | |
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+ | #Dwarf gets hit by fireball from [[fire imp]] at the [[magma forge]] | ||
+ | #Dwarf runs around his business, as he takes burning damage he goes for a rest, and heads for the [[barracks]] | ||
+ | #The dwarf dies on the way. Someone comes and picks up his !![[giant cave spider]] [[silk]] [[shoe]]!! and puts it on. His clothing catches on fire | ||
+ | #This dwarf also feels hurt and heads for the barracks, but this one gets on the [[wood]]en [[bed]], lighting that up. | ||
+ | #Nearby beds light up; dwarves sleep on that [[bed]] and the others near it and get lit up themselves, as well as the dwarves going for the !![[cave spider]] [[silk]] [[robe]]!! | ||
+ | #Some of these dwarves go past the [[alcohol]] stores for a drink, these light up. now a fair portion of the fortress is on fire. | ||
+ | #Remaining dwarves will have other barracks to sleep in, and some of them have rooms. they go back and set more of their stuff on fire | ||
+ | #Three months later: everything is burning and all your dwarves are dead because none of them fell in the [[river]](Which in the old version wouldn't actually put your dwarves out). | ||
+ | #Wasn't that [[fun]]? | ||
==Forest fires== | ==Forest fires== | ||
===Origins=== | ===Origins=== | ||
− | Creatures such as [[Fire imp]]s can | + | Creatures such as [[Fire imp]]s can cause a forest fire by igniting a creature with a fire attack. If grass also ignites, the fire will slowly spread to all connected grass, generating smoke as it burns. Fire turns [[grass]] into ashes, but not usable [[ash|ashes]]. Anything that is flammable and stands on burning grass (if you loo{{k|k}} at it you will see "A fire") has a chance to catch fire each turn. |
===Preventing forest fires=== | ===Preventing forest fires=== | ||
− | It is recommended to guard the surroundings of an exterior [[magma]] pool with [[Marksdwarf|Marksdwarves]] so that creatures don't have a chance to light anything up (except the Marksdwarves themselves, but this is unlikely if they are well trained). Having walls or better yet fortifications all around the pools is likely to prevent all possible forest fires. Strangely | + | It is recommended to guard the surroundings of an exterior [[magma]] pool with [[Marksdwarf|Marksdwarves]] so that creatures don't have a chance to light anything up (except the Marksdwarves themselves, but this is unlikely if they are well trained). Having walls or better yet fortifications all around the pools is likely to prevent all possible forest fires. Strangely [[grizzly bear]]s seem to be ineffective against such a threat. |
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===Protecting from forest fires=== | ===Protecting from forest fires=== | ||
− | Since dwarves will not pay attention to fires , and dwarves will rush to move their dead friends to the graveyard, you may end up very quickly with heavy casualties if you do not {{k|o}}rder all dwarves to stay {{k|i}}nside. If you have precious items and buildings outside, it is also possible to dig a [[channel]] to stop the fire from spreading any more (they are cheaper | + | Since dwarves will not pay attention to fires , and dwarves will rush to move their dead friends to the graveyard, you may end up very quickly with heavy casualties if you do not {{k|o}}rder all dwarves to stay {{k|i}}nside. If you have precious items and buildings outside, it is also possible to dig a [[channel]] to stop the fire from spreading any more (they are cheaper then walls, offer the same protection and, most importantly, a much faster to create). |
Know however that merchants will not pay anymore attention to the fire than your own dwarves, so you may also want to protect them in the same fashion, even if it should change their path, otherwise they could all happily walk into flames when leaving the region (or worse, stand for days on "A fire"). | Know however that merchants will not pay anymore attention to the fire than your own dwarves, so you may also want to protect them in the same fashion, even if it should change their path, otherwise they could all happily walk into flames when leaving the region (or worse, stand for days on "A fire"). | ||
===Irregularities=== | ===Irregularities=== | ||
− | Forest fires present certain irregularities that you should take in consideration: | + | Forest fires present certain irregularities that you should take in consideration {{version|0.28.181.40d}}: |
− | *[[ | + | *[[Trees]], [[plants]] and other [[map tile]]s will '''not''' be destroyed in the fire. That makes them very easy to spot after a forest fire, and also a possible (if unlikely) natural defense. [[Items]], however, may burn. |
*Grassy slopes will not catch on fire, thus preventing the fire from spreading across z-levels. | *Grassy slopes will not catch on fire, thus preventing the fire from spreading across z-levels. | ||
− | *Forest fires, no matter how big, will never cross a [[channel]] or a non-wooden [[road]]. | + | *Forest fires, no matter how big, will never cross a [[channel]] or a non-wooden [[road]]. |
− | * | + | *In you start a fire in adventure mode, it will not spread if temperature is turned off. |
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− | + | Note that actively making use of these irregularities may be considered an [[exploit]]. | |
− | == | + | ==Use as a weapon== |
− | + | This is not recommended, although some success has been reported with the Booze Bomb trap (which consists of a [[fire imp]] in a [[cage]] linked to a [[lever]], standing near an [[alcohol]] stockpile so that it can be released when the enemy get near). It should be noted that this is a criminal waste of good liquor. | |
− | + | [[Category:Physics]] |