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Editing v0.31:Channel
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− | + | Digging a Channel seems to create a ramp instead of a clear channel. Removing the bottom ramp by {{K|d}}esignating them to be removed ({{K|z}}). Channels dug above a layer that has been dug out will not create ramps. | |
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Channels, once the ramps have been removed, can be used to create moats which non-flying enemies will be unable to cross. | Channels, once the ramps have been removed, can be used to create moats which non-flying enemies will be unable to cross. | ||
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Some notes on dealing with channels: | Some notes on dealing with channels: | ||
− | + | Removing ramps: | |
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+ | If you want a channel with no exits at all, then you will have difficulty, as dwarves will only be able to remove the exit stairs/ramps from inside the channel. The easy option is to wall off a separate exit area. If this offends your aesthetic sense and are willing to go to the effort, there is another solution: Make a constructed ramp to get your miners out, then collapse a tile of constructed floor to reduce the ramp to rubble (which you can then hide). | ||
− | + | Preventing channel access: | |
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[[Image:Safechannel.png|thumb|154px|The miner will not be able to access the ramp from a floor tile (cross section)]] | [[Image:Safechannel.png|thumb|154px|The miner will not be able to access the ramp from a floor tile (cross section)]] | ||
− | + | You will sometimes want to dig a channel without risking your dwarves entering it (eg fun with magma). This can be achieved if you (ab)use the ramp access rules. If the tiles adjacent to the critical channeling tile are either impassable or have empty space below, then the ramp will not be accessible after being dug, so your dwarf will remain safely on the upper level. | |
[[Image:Unsafechannel.png|thumb|154px|A solid tile allows the miner to reach the level below (cross section)]] | [[Image:Unsafechannel.png|thumb|154px|A solid tile allows the miner to reach the level below (cross section)]] | ||
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