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Difference between revisions of "v0.31 Talk:Channel"
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== Channeling bi-layered quarries. == | == Channeling bi-layered quarries. == | ||
− | I recently discovered I could save time with massive stone-based projects by channeling whole Z levels, rather than digging. Although it is convenient, I think channeling should give only one stone. Opinions aside, should this be considered a bug? | + | I recently discovered I could save time with massive stone-based projects by channeling whole Z levels, rather than digging. Although it is convenient, I think channeling should give only one stone. Opinions aside, should this be considered a bug? --01:02, 1 February 2012 (UTC) |
+ | * My two dwarfbucks: No. You are removing significant amounts of rock from two layers - enough room for a dragon and a giant cave swallow to be on the same x,y and across two z-levels to comfortably exist. This is not a bug. -- [[User:Kalon|Kalon]] 22:08, 1 February 2012 (UTC) |
Latest revision as of 22:08, 1 February 2012
Channels and Ramps[edit]
channeling creates ramps now. Is this intentional? Doctorzuber 22:28, 1 April 2010 (UTC)
- Think about it, nobody can dig a perfect block from on top ;). --Tarran 03:01, 3 April 2010 (UTC)
- I always assumed the dwarves different anatomy allowed them to dig like that. --Guest
- This changes defence construction significantly. Unless I'm missing something, you can no longer dig moats and pits without sending someone down and leaving an exit. This makes bridge pits in corridors virtually useless, no? --Njero 00:32, 5 April 2010 (UTC)
- If you channel a tile that has already been dug from below, it'll disappear just like it used to, but yes, dwarves are only able to dig out half a natural wall from above now (thus leaving the ramped other half). So you can dig pits and the like, but you'll have to get the dwarf out through a side exit or similar if you want the ramps removed. I liked the old way too but I'm sure we'll all adapt quickly enough. --Retro 00:52, 5 April 2010 (UTC)
- What troubles me more is, wouldn't channeling into lava now be accesible to dwarves?! Waaaaaay too much Fun. Greep 02:30, 17 April 2010 (UTC)
- This changes defence construction significantly. Unless I'm missing something, you can no longer dig moats and pits without sending someone down and leaving an exit. This makes bridge pits in corridors virtually useless, no? --Njero 00:32, 5 April 2010 (UTC)
- I always assumed the dwarves different anatomy allowed them to dig like that. --Guest
GRRRRR... well lava overflows on channels unless you remove the ramps. On the plus side no more pumps needed, on the bad side, really dangerous! Dwarves WILL move zip in and out of a long channel even if there's lava inside Greep 04:37, 17 April 2010 (UTC)
- facepalm* nvm, I'm just being really dumb Greep 10:16, 17 April 2010 (UTC)
I've dug a channel in the new version all around my fortress entrance and filled it with 7/7 water flowing from a brook. Once the channel is full the dwarves can not cross it without a bridge and they never zip into it (I've tested by giving them jobs outside of the moat and they simply can not cross it) The water never over flows from the channel and it serves as a total barrier to anything that can not fly or swim so far. It is worth noting that several of my dwarves have the ability to swim and they still won't cross it on their own without a bridge. It has kept out Elephants who walk along it like a wall and a Jaguar that stalks up and down across the channel from my dwarves licking his lips. Just to make it clear, this is with the ramp still being there. Before the water is flowing they have no problem running in it though so no more empty moats unless you remove the ramp. I'm just putting this here as a bit of info for anyone who wants to use it to write the wiki article. ~ Railick Stonemane
Injuries[edit]
as amusing as it may be watching a dwarf repeatedly stun himself as he falls down a z-level after channelling the 1-tile squares left by the previously un-cut trees, is there any way to prevent it from happening (apart from wholesale, time-consuming micro-management)? there were only minor cuts here and there for that, but i had to save-scum yesterday 'cause instead of channeling across z-level by z-level and into the mountainside (i'm in a valley, digging a moat), they started at the higher-most point of the mountainside and channelled DOWN, through all the z-levels at once, before restarting at the top on the next destination. this would have been fine (minus the few cuts and bruises as stated above), if the first guy to do it didnt have to channel the lowest designation to escape from his self-made 1-tile cave, resulting in all those after him sustaining major injuries... --DJ Devil 16:55, 19 May 2010 (UTC)
- doesnt matter, i've descovered that micro-management is necessary :] it could also be done with only one channeller (miner), and only going from left to right on-screen (west to east, presumably?), and only layer by layer. but apart from that, it's impossible without micromanagement.--DJ Devil 18:40, 23 May 2010 (UTC)
Channeling bi-layered quarries.[edit]
I recently discovered I could save time with massive stone-based projects by channeling whole Z levels, rather than digging. Although it is convenient, I think channeling should give only one stone. Opinions aside, should this be considered a bug? --01:02, 1 February 2012 (UTC)
- My two dwarfbucks: No. You are removing significant amounts of rock from two layers - enough room for a dragon and a giant cave swallow to be on the same x,y and across two z-levels to comfortably exist. This is not a bug. -- Kalon 22:08, 1 February 2012 (UTC)