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Editing v0.31:Cave-in
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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 support (bridges 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 {{verify}}. [[Toady One]] has stated he intends to implement more realistic cave-ins in future versions. | |
− | 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 support (bridges 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. [[ | ||
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 == | == How cave-ins work == | ||
− | Any ''disconnected'' | + | Any ''disconnected'' {{L|construction}} or section of {{L|rock}} or {{L|soil}} will cave in. The game checks for connections along the X, Y, and Z axes (that's left/right, up/down, and high/low). Any construction, even {{L|Stair}}s, {{L|support}}s (duh) and {{L|machinery}} provide support, that is, 'connect'. '''Diagonal connections and {{L|bridge}}s do not.''' |
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== Results of a cave-in == | == Results of a cave-in == | ||
− | * Any [[creature]] caught | + | * Any [[creature]] caught under the falling material is crushed and undoubtedly killed. |
− | * Any item caught under falling natural walls is destroyed completely. Natural floors and constructed walls and floors have a chance of destroying items.{{ | + | * 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 get away with being stunned. The fall victim has a chance of being unable to walk away, somewhat proportional to the distance fallen but not set in stone. | + | * Anything standing on the area that caves in falls and may get away with being stunned. 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 | + | * 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, say, a narrow bridge fifty z-levels above the ground. |
* All [[building]]s and non-wall [[construction]]s under the falling area are destroyed. Buildings above the cave-in will deconstruct if they are no longer supported. | * All [[building]]s and non-wall [[construction]]s under the falling area are destroyed. Buildings above the cave-in will deconstruct if they are no longer supported. | ||
* Natural terrain will remain intact during the cave-in; the only effect is they are revealed. {{verify}} | * Natural terrain will remain intact during the cave-in; the only effect is they are revealed. {{verify}} | ||
− | * Constructions will deconstruct when they collide with solid terrain. | + | * Constructions will deconstruct when they collide with solid terrain. {{verify}} |
− | * Any terrain crashes through multiple [[floor]]s, and stops only upon reaching solid ground | + | * Any terrain crashes through multiple [[floor]]s, and stops only upon reaching solid ground or a constructed wall, where natural terrain piles up and constructions deconstruct. |
− | * Mined stairs and [[ramp]]s will settle like unmined rock; Stairs that fall | + | * 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 | + | * Anything falling into a fluid sinks to the bottom {{verify}}. 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 displaced by falling natural walls is not destroyed, but displaced upwards(!) to directly on top of the fallen walls. | + | * Any water displaced by falling natural walls is not destroyed, but displaced upwards(!) to directly on top of the fallen walls. {{verify}} |
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== Avoiding cave-ins == | == Avoiding cave-ins == | ||
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Do not make unconnected sections of rock. | Do not make unconnected sections of rock. | ||
− | Actually, you're quite unlikely to cause cave-ins unless you are actively trying to cause them. In which case, you'd be wondering how to avoid cave-ins that ''cause damage'' to your folks. That's simple: Add a [[support]] under the stone mass, and link it to a distant [[lever]]. When you're done, hide everyone, pull the lever and watch the fireworks | + | Actually, you're quite unlikely to cause cave-ins unless you are actively trying to cause them. In which case, you'd be wondering how to avoid cave-ins that ''cause damage'' to your folks. That's simple: Add a [[support]] under the stone mass, and link it to a distant [[lever]]. When you're done, hide everyone, pull the lever and watch the fireworks. |
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: | ||
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== Using cave-ins == | == Using cave-ins == | ||
Intentional cave-ins serve several purposes: | Intentional cave-ins serve several purposes: | ||
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* '''Death''' | * '''Death''' | ||
− | *: Since a cave-in kills all [[creatures]] instantly, it can provide a | + | *: Since a cave-in kills all [[creatures]] instantly, it can provide a convenient or amusing way to off a group of creatures. |
* '''Removal of floor tiles''' | * '''Removal of floor tiles''' | ||
*: Causing a cave-in will destroy non-reinforced (no wall or support underneath) floor tiles directly underneath the falling terrain - this is a good way to e.g. hollow out a large area. All that's left to do is a little bit of cleanup on the edges, but look at all the channeling you save yourself! | *: Causing a cave-in will destroy non-reinforced (no wall or support underneath) floor tiles directly underneath the falling terrain - this is a good way to e.g. hollow out a large area. All that's left to do is a little bit of cleanup on the edges, but look at all the channeling you save yourself! | ||
− | * '''Breaking through multiple aquifer levels''' | + | * '''Destroying items''' |
+ | *: Elven siege left behind a bunch of worthless wooden weapons? Got some fire imp fat in your butcher's shop? Need an amusing way to off your stone? Smash it with a cave-in and you'll never see it again. {{version|0.28.181.40d}} | ||
+ | * '''Breaking through multiple aquifer levels''' {{version|0.28.181.40d}} | ||
*: Showcase with two levels: [[User:Rhenaya/HowtoDualAquifer]] | *: Showcase with two levels: [[User:Rhenaya/HowtoDualAquifer]] | ||
− | * '''Trapping [TRAPAVOID] creatures | + | * '''Trapping [TRAPAVOID] creatures''' |
− | *: Since the dust from a cave | + | *: Since the dust from a cave in knocks out creatures, and any unconscious creature triggers a trap {{version|0.28.181.40d}} (This includes your dwarves and other friendly creatures), combine a cave in with cage traps for the capture. |
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=== Caving-in the toplevel/terrain from inside === | === Caving-in the toplevel/terrain from inside === | ||
− | You can cause terrain above you to cave in without going outside by first mining up stairs below the "borderline" you want to channel, | + | You can cause terrain above you to cave in without going outside by first mining up stairs below the "borderline" you want to channel, and then channeling the tiles above them. |
The tiles above the up stairs can be mined from below while standing on the stair, so you don't have to go outside. Ramps would also work for that alone, but the ramps would allow enemies to enter, whereas the up-stairs alone do not allow passage to above as there is no corresponding down-stair above them. | The tiles above the up stairs can be mined from below while standing on the stair, so you don't have to go outside. Ramps would also work for that alone, but the ramps would allow enemies to enter, whereas the up-stairs alone do not allow passage to above as there is no corresponding down-stair above them. | ||
− | + | [[Category:Physics]] | |
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{{buildings}} | {{buildings}} |