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Difference between revisions of "40d:Ramp"

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A '''ramp''' is a map feature that allows dwarves and caravans to move between levels. A natural (non-dwarf-constructed) ramp is called a '''slope''', and act as hillsides on the map. Both use the ▲ symbol (pointing "up").
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{{av}}{{Quality|Masterwork}}
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A '''ramp''' is a map feature that allows dwarves, wagons, and other creatures to move between levels. When viewed with {{k|k}} they are called '''slopes''', and they occur naturally on most maps acting as hillsides. Dwarves may make them by digging ({{k|d}} + {{k|r}}) or constructing ({{k|b}} + {{k|C}} + {{k|r}}).
  
Unlike [[stair]]s, a single ramp on a lower level is all that is needed for access, no "down ramp" is required to complete the path between levels. However, the ramp will be visible from the upper level, shown as a ▼ symbol (pointing "down").
+
Ramps are the only way that [[wagon]]s can move between levels in order to access a [[trade depot]]. Unless you build your depot above ground or set into a cliff, you will probably have to create ramps to allow access to it.
  
Also unlike stairs, they do not feed every lower and upper tile they are adjacent to, which can cause [[path]]ing problems if used incorrectly. (See "Using ramps", below.)
+
Ramps are shown with the ▲ symbol (pointing "up"). The space above a ramp is shown as a ▼ and called a "downward slope", but is not something that is dug out or constructed, and functions otherwise as open space -- the ▼ symbol is more of a display nicety than a type of terrain. When the rest of this article refers to ramps, the upward (▲) space is meant.
  
Ramps are the only way that [[wagon]]s can move between levels in order to access an underground [[trade depot]].  
+
Note that ramps function similarly to floors in that units can walk on them without any problems, even if they are over open space. They will also support adjacent buildings.
  
== Using ramps ==
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== Collapse ==
Ramps have two common problems - collapsing because they are unsupported, and not allowing a path because they have been constructed as "dead ends" to upper levels.
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 +
Natural or carved ramps that are adjacent to walls will collapse (disappear) if those walls are mined out. This can strand dwarves, so be careful when removing walls near those ramps.
  
[[Image:jt_df_ramp.png|left|frame|'''Diagram A:''' The lower ramp is connected to another tile on its level; the upper ramp is not and may collapse.]]
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In addition, trying to carve a ramp under something that cannot be dug out (such as a [[construction]], [[building]], or [[tree]]) will result in the space being merely mined, leaving the upper floor intact. This may create a [[cave-in|cave in]] situation dangerous to your miners.
*The tile above a ramp must be open space for it to operate (it will appear on screen as a down triangle).
 
*The ramp must have at least one wall adjacent to it for it to not collapse (however, this does not guarantee it will function as a path, see below). Any adjacent ramps are considered part of the same, larger ramp for this purpose; for example, the following is allowed even though the ramp tile in the center is not next to any wall:
 
{| style="border-spacing: 0; margin-left: 1cm"
 
|{{CCC}}
 
|{{C.C}}
 
|{{C.C}}
 
|{{C.C}}
 
|{{CCC}}
 
|-
 
|{{CCC}}
 
|{{RTF|▲}}
 
|{{RTF|▲}}
 
|{{RTF|▲}}
 
|{{CCC}}
 
|-
 
|{{CCC}}
 
|{{RTF|▼}}
 
|{{RTF|▼}}
 
|{{RTF|▼}}
 
|{{CCC}}
 
|}
 
*The tile above the wall must be non-solid e.g. a floor, stair, 2nd ramp, etc. (<b>Not</b> a wall, statue, floodgate, etc.). Whatever it is, it will be destroyed when a ramp is dug out under it.
 
A creature can then move from the square the ramp is on to the square above it.
 
  
In Diagram A, you can see the difference: because the upper ramp is adjacent on all sides to empty space, it cannot be used to reach the tile to the west
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Constructed ramps will not collapse, and it is possible to create carved free-standing ramps as well, but the ramps will still not be usable without adjacent walls.
:*<b>Note</b>: It ''can'' be used to reach the tiles to the northwest or northeast of the ramp (not shown in picture). Also, if the tile to the west had a natural rock wall on top of it, it '''can''' be mined from the ramp. {{ver|0.28.181.40d}}
 
  
If the upper right of Diagram A is the "top" of the map, with the ramps moving up from right to left, it would appear in DF like this (top level is Z, middle (unsupported, red ramp) is Z-1, bottom level (supported, grey ramp) is Z-2):
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== Using Ramps ==
  
{| style="border-spacing: 0; margin-left: 1cm"
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[[File:invalidramp.png|200px|thumb|right|'''Example A:''' An unusable ramp]]
|(
 
|Z
 
|
 
|)
 
|
 
|(
 
|Z
 
| -
 
|1)
 
|
 
|(
 
|Z
 
| -
 
|2)
 
|
 
|-
 
|{{C.C}}
 
|{{000}}
 
|{{C.C}}
 
|{{C.C}}
 
| &nbsp;
 
|{{CCC}}
 
|{{C.C}}
 
|{{CCC}}
 
|{{CCC}}
 
| &nbsp;
 
|{{CCC}}
 
|{{CCC}}
 
|{{CCC}}
 
|{{CCC}}
 
|-
 
|{{C.C}}
 
|{{RTF|&#x25BC;}}
 
|{{000}}
 
|{{000}}
 
| &nbsp;
 
|{{000}}
 
|{{RTF|&#x25B2;}}
 
|{{RTF|&#x25BC;}}
 
|{{C.C}}
 
| &nbsp;
 
|{{CCC}}
 
|{{CCC}}
 
|{{RTF|&#x25B2;}}
 
|{{C.C}}
 
|-
 
|{{000}}
 
|{{000}}
 
|{{000}}
 
|{{000}}
 
| &nbsp;
 
|{{000}}
 
|{{000}}
 
|{{000}}
 
|{{000}}
 
| &nbsp;
 
|{{C.C}}
 
|{{C.C}}
 
|{{C.C}}
 
|{{C.C}}
 
|}
 
  
Note that the ramp (▲) on the Z-1 level is not supported by any adjacent walls or ramps.  The ▼ symbol next to it represents the ramp on the next level down.
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Unlike stairs, ramps do not feed every lower and upper tile they are adjacent to, which can cause [[path]]ing problems if used incorrectly.  A ramp only connects the ramp bottom to the tops of walls adjacent to the ramp.
  
[[File:invalidramp.png|200px|thumb|left|'''Diagram B:''' a supported ramp with an invalid path]]
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For a creature to use a ramp, all of the following are necessary:
  
Diagram B represents a ramp system that will not collapse, but will not work as expected: Dwarfs on the upper floor will be able to descend to the lower, by walking onto the ramp and then off of the ramp, but dwarfs from the lower floor will not be able to go up.  
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# The space directly above the ramp must be open.
 +
# The ramp must have a wall next to it.
 +
# The space above one of the adjacent walls must be open.
  
The top of the ramp must feed into a tile to act as a landing platform for upwards traffic.  A ramp cannot "double back", leading up and then expecting the traffic to jump to the tile behind them.
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If these conditions are met, creatures will be able to move back and forth between the ramp space and the walkable space above the adjacent wall.
  
== Construction and Materials ==
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'''Example A''' shows a situation where a ramp might be created that is actually unusable. Dwarves cannot ascend or descend (or cross) the ramp as shown because the walkable spaces above the ramp do not connect to the "top" of the ramp, the entrance/exit to the upper part. The ramp could be made usable by constructing walls underneath the floor spaces on either side of the ramp, which changes the direction that the ramp flows.
  
There are two ways for your dwarves to create ramps. The first is to carve a slope into the earth itself (see [[digging]]), using the ground below or walls of stone, dirt, etc.. The second is to build a ramp out of materials such as [[stone]], [[wood]] or [[block]]s or [[bar]]s.
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{{Template:-}}
* Digging a slope uses the material and colour of the designated tile.
 
* Constructing a ramp uses the colour of the material used.
 
  
Remember that the physical ramp is always "up", so to dig out a ramp which goes downward from a flat surface (for example, a ground level slope down into earth), you need to shift one level down and designate the ramp from that level.  Dwarfs can dig out a ramp from above or from the level it's been designated on.
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== Creating Ramps ==
  
== Collapse ==
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There are two ways for your dwarves to create ramps. The first is to carve a ramp into the earth itself (see [[digging]]). Dwarves can dig out ramps from adjacent spaces on the same z-level or the ones above; digging a ramp will also dig out the space above as if it were channeled.
  
Be sure to avoid mining out all of the floor tiles surrounding a ramp or staircase above and below it. If you do this, not only will the structures themselves be useless, they'll collapse, both of which can leave your dwarves trapped.
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Remember that the physical ramp is always "up", so to dig out a ramp which goes downward from a flat surface (for example, a ground level slope down into earth), you need to shift one level down and designate the ramp from that level. This is the opposite of channeling.
  
Also be extremely careful with digging ramps into areas that have [[tree]]s growing on them. If you dig a ramp under a tile with a tree on it there will be a collapse that can easily kill the dwarf doing the digging and even injure or kill other dwarves in the immediate area. There is no risk in digging under boulders, shrubs or saplings.
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The second way to make a ramp is to [[construction|construct]] one out of building materials such as [[stone]] or [[wood]], or any [[block]]s or [[bar]]s.
  
== Removing Natural Slopes==
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Note that dwarves will happily dig out or construct ramps that are not immediately usable. Check the criteria above if dwarves do not seem to be using the ramps they have made.
  
Natural slopes can be mined out via the designation menu using the Remove Up Stairs/Ramps selection ({{k|d}} -> {{k|z}}, using the ingame interface).  Like the selection says, only upwards slopes (and carved stairs) can be removed in such a manner, and only from the same level as the (upward) ramp.  Selecting a downwards ramp in such a manner has no effect, and constructed ramps must be removed differently (see below). Removing the upward ramp will automatically remove the downward ramp designation from the level above, replacing it with "open space". (The downward part of a ramp doesn't really exist, not like a "[[stair|down stair]]" does - a creature standing on a ramp tile will be on the lower tile until they move out of the tile.
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== Removing Ramps ==
  
== Removing Constructed Ramps ==
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Natural and carved ramps can be mined out via the designation menu using the Remove Up Stairs/Ramps selection ({{k|d}} -> {{k|z}}, using the ingame interface).  Like the selection says, only upwards slopes (and carved stairs) can be removed in such a manner, and only from the same level as the (upward) ramp.  Selecting a downwards ramp in such a manner has no effect, and removing the upward ramp will automatically remove the downward ramp designation from the level above, replacing it with "open space". Ramps at the edge of the map cannot be removed this way.
  
Constructed ramps can be removed like any other construction via the designation menu using the Remove Construction selection ({{k|d}} -> {{k|n}}, using the ingame interface). Constructed ramps will leave one stone of the sort the ramp was constructed from.
+
Constructed ramps can be removed like any other construction via the designation menu with the Remove Construction selection ({{k|d}} -> {{k|n}}, using the ingame interface).
  
 
== Ramps Versus Stairways ==
 
== Ramps Versus Stairways ==
  
As explained above, ramps have important limitations, but if constructed correctly they can allow slightly faster movement than stairways.  For example, if a dwarf wants to go down and to the north using a stairway, it will have to take two steps: one step down a stairway and one step to the north.  Going to the same place using a ramp only requires 1 step.  Thus ramps are good for underground entrances to your fortress, even if they aren't going to be used by wagons.
+
As explained above, ramps have important limitations, but if constructed correctly they can allow slightly faster movement than stairways.  For example, if a dwarf wants to go down and to the north using a stairway, it will have to take two steps: one step down a stairway and one step to the north.  Going to the same place using a ramp only requires 1 step.
  
 
== Ramps Versus Channeling ==
 
== Ramps Versus Channeling ==
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Ramps are better suited to carving rooms spanning multiple z-levels than channels. They are safer, because your miners will not channel the stone from underneath each other and will not get stranded on a single rocky outcrop because they could not channel out the tile they're standing on.
 
Ramps are better suited to carving rooms spanning multiple z-levels than channels. They are safer, because your miners will not channel the stone from underneath each other and will not get stranded on a single rocky outcrop because they could not channel out the tile they're standing on.
  
For example, to build a dining room three z-levels high, carve a single ramp on the first (bottommost) floor, another ramp on the second floor next to it and designate the whole third (topmost) floor for digging. After that, designate the second floor to be filled with ramps, then to be cleared of them (you might need to channel out the floor above the downward ramp). Repeat on the first floor. Voila, you have a large dining room your dwarves won't appreciate.
+
For example, to build a dining room three z-levels high, create access to the middle floor (such as digging a single ramp up from the bottom floor, or mining out a square of the top floor). Designate the second floor as ramps to dig it and the top floor out entirely, then dig out the bottom level as ramps. Remove the ramps on the bottom floor, and voila, you have a large dining room your dwarves won't appreciate*.
 +
:<sup>''(* Because room designations never span z-levels, and just cover the one level from the item that designates them.)''</sup>
  
 
Digging an execution pit is even simpler. Start carving ramps from the very top, and you'll need to remove them only on the bottommost floor.
 
Digging an execution pit is even simpler. Start carving ramps from the very top, and you'll need to remove them only on the bottommost floor.
 +
 +
It's also possible to use ramps to dig moats on the surface without sending your dwarves outside, by mining out a hallway around the outside of the moats and using ramps. Invaders will not be able to path into your fortress, and dwarves will not be able to path beyond the moat, so the miners should be completely safe from ambushes (though not missile fire, of course). This is a useful method for building the base of a sniper tower far from the entrance to your fortress, for example.
 +
 +
[[File:SafeChannelWithRamps.png|Digging a moat safely from below.]]
 +
 +
== One-Way Ramps ==
 +
 +
It is possible to create ramps that allow travel up but not down; see [[one-way|One way ramps]].
 +
  
 
{{Buildings}}
 
{{Buildings}}
[[Category:Constructions]]
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{{Category|Constructions}}
[[Category:Designations]]
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{{Category|Designations}}
[[Category:Map tiles]]
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{{Category|Map tiles}}

Latest revision as of 15:08, 8 December 2011

This article is about an older version of DF.

A ramp is a map feature that allows dwarves, wagons, and other creatures to move between levels. When viewed with k they are called slopes, and they occur naturally on most maps acting as hillsides. Dwarves may make them by digging (d + r) or constructing (b + C + r).

Ramps are the only way that wagons can move between levels in order to access a trade depot. Unless you build your depot above ground or set into a cliff, you will probably have to create ramps to allow access to it.

Ramps are shown with the ▲ symbol (pointing "up"). The space above a ramp is shown as a ▼ and called a "downward slope", but is not something that is dug out or constructed, and functions otherwise as open space -- the ▼ symbol is more of a display nicety than a type of terrain. When the rest of this article refers to ramps, the upward (▲) space is meant.

Note that ramps function similarly to floors in that units can walk on them without any problems, even if they are over open space. They will also support adjacent buildings.

Collapse[edit]

Natural or carved ramps that are adjacent to walls will collapse (disappear) if those walls are mined out. This can strand dwarves, so be careful when removing walls near those ramps.

In addition, trying to carve a ramp under something that cannot be dug out (such as a construction, building, or tree) will result in the space being merely mined, leaving the upper floor intact. This may create a cave in situation dangerous to your miners.

Constructed ramps will not collapse, and it is possible to create carved free-standing ramps as well, but the ramps will still not be usable without adjacent walls.

Using Ramps[edit]

Example A: An unusable ramp

Unlike stairs, ramps do not feed every lower and upper tile they are adjacent to, which can cause pathing problems if used incorrectly. A ramp only connects the ramp bottom to the tops of walls adjacent to the ramp.

For a creature to use a ramp, all of the following are necessary:

  1. The space directly above the ramp must be open.
  2. The ramp must have a wall next to it.
  3. The space above one of the adjacent walls must be open.

If these conditions are met, creatures will be able to move back and forth between the ramp space and the walkable space above the adjacent wall.

Example A shows a situation where a ramp might be created that is actually unusable. Dwarves cannot ascend or descend (or cross) the ramp as shown because the walkable spaces above the ramp do not connect to the "top" of the ramp, the entrance/exit to the upper part. The ramp could be made usable by constructing walls underneath the floor spaces on either side of the ramp, which changes the direction that the ramp flows.


Creating Ramps[edit]

There are two ways for your dwarves to create ramps. The first is to carve a ramp into the earth itself (see digging). Dwarves can dig out ramps from adjacent spaces on the same z-level or the ones above; digging a ramp will also dig out the space above as if it were channeled.

Remember that the physical ramp is always "up", so to dig out a ramp which goes downward from a flat surface (for example, a ground level slope down into earth), you need to shift one level down and designate the ramp from that level. This is the opposite of channeling.

The second way to make a ramp is to construct one out of building materials such as stone or wood, or any blocks or bars.

Note that dwarves will happily dig out or construct ramps that are not immediately usable. Check the criteria above if dwarves do not seem to be using the ramps they have made.

Removing Ramps[edit]

Natural and carved ramps can be mined out via the designation menu using the Remove Up Stairs/Ramps selection (d -> z, using the ingame interface). Like the selection says, only upwards slopes (and carved stairs) can be removed in such a manner, and only from the same level as the (upward) ramp. Selecting a downwards ramp in such a manner has no effect, and removing the upward ramp will automatically remove the downward ramp designation from the level above, replacing it with "open space". Ramps at the edge of the map cannot be removed this way.

Constructed ramps can be removed like any other construction via the designation menu with the Remove Construction selection (d -> n, using the ingame interface).

Ramps Versus Stairways[edit]

As explained above, ramps have important limitations, but if constructed correctly they can allow slightly faster movement than stairways. For example, if a dwarf wants to go down and to the north using a stairway, it will have to take two steps: one step down a stairway and one step to the north. Going to the same place using a ramp only requires 1 step.

Ramps Versus Channeling[edit]

Ramps are better suited to carving rooms spanning multiple z-levels than channels. They are safer, because your miners will not channel the stone from underneath each other and will not get stranded on a single rocky outcrop because they could not channel out the tile they're standing on.

For example, to build a dining room three z-levels high, create access to the middle floor (such as digging a single ramp up from the bottom floor, or mining out a square of the top floor). Designate the second floor as ramps to dig it and the top floor out entirely, then dig out the bottom level as ramps. Remove the ramps on the bottom floor, and voila, you have a large dining room your dwarves won't appreciate*.

(* Because room designations never span z-levels, and just cover the one level from the item that designates them.)

Digging an execution pit is even simpler. Start carving ramps from the very top, and you'll need to remove them only on the bottommost floor.

It's also possible to use ramps to dig moats on the surface without sending your dwarves outside, by mining out a hallway around the outside of the moats and using ramps. Invaders will not be able to path into your fortress, and dwarves will not be able to path beyond the moat, so the miners should be completely safe from ambushes (though not missile fire, of course). This is a useful method for building the base of a sniper tower far from the entrance to your fortress, for example.

Digging a moat safely from below.

One-Way Ramps[edit]

It is possible to create ramps that allow travel up but not down; see One way ramps.



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