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40d Talk:Ramp
redirect slope to this place? took a while for me to find this. helps in making traps and controlling movements. thank god things can't fly...i think. oh right and i don't know how to do whatever. redirect.--Seaneat 17:22, 30 June 2008 (EDT)
- Yeah, things can totally fly. Angrystalk the Giant Bat, I know you're out there, come join your brothers in my cages! ---Zombiejustice 20:02, 30 June 2008 (EDT)
Downward Ramp
I am in my digging designation menu and I don't see an option to dig a ramp down? If I want to do that do I need to use stairs to get down, then construct ramps up? Then replace the stairs with ramps? --Ehertlein 12:21, 29 August 2008 (EDT)
- One thing you can do is to dig one tile further than the ramp shall be, and dig a channel there.
- Then, your miners are able to dig from there an upward ramp on the level below:
- (side view)
XXXXXXXXXXXXXXXXXXXXXXXXX cXXXXXXXXX Level Z c (c)hannel here at first XXXXXXXXXXXXXX>______XXXX Level Z-1 > then place an upward ramp here
- If anyone is able to explain this better, fell free to edit.--Doub
- I am going to load up a different game and try this out. :) I don't have anything built at Z-1 yet so I hope I can dig the ramp from higher up.
- Ok so this was simpler then I thought I simply changed the Z level one lower and designated ups. No channels, no stairs, just go one lower and designate the up. --Ehertlein 13:57, 29 August 2008 (EDT)
- Quirk: if you designate a downward stairway, then a ramp instead of an upward stairway on the level below, the finished product will be a ramp. A bit of strangeness, I saw it on the forums, tried it myself, it worked and a stuck miner rescued himself, leaving only a ramp behind. Version 40d. --Jellyfishgreen 18:39, 9 January 2009 (EST)
Current Oddities caused by ramp?
I'm gonna upload a new map on DFMA, Tongsgate. The savefile will be available. I'm having an oddity with a sealed artificial lake with a ramp in it (for transportation. It has a current just like a river. – unsigned comment by Erathoniel
- Speaking of ramp oddities, mine saved my dwarves life. I had a proficient swimmer dwarf fall into a river building a channel, and he just sat there being pushed with the current. With a little clever manipulation, I shoved him into 1/7 water quickly and had him build a ramp to the surface. He lived. Woo! – unsigned comment by Milskidasith
People don't use ramps?
I've put my trade depot a floor aboveground, with ramps then a bridge leading to it. Wagons get there fine, but people never take the ramps -- they always get there through the auxilliary tunnels. In fact if I bar the gates traders just sit in place, unable to find a path. --Corona688 16:16, 11 November 2008 (EST)
- Do you have traffic designations making the people want to go through the tunnels? Are the tunnels simply more direct routes to the depot? --Savok 00:32, 25 November 2008 (EST)
- I don't have traffic designations making them want to go through the tunnels instead, no. Not that merchants would obey such things anyway. --Corona688 18:45, 29 November 2008 (EST)
Picture is wrong
Just a bit: the upper ramp is valid, since it has supporting wall (diagonal one (even two of them)). Need to repaint it as floor also. --Dorten 23:06, 24 November 2008 (EST)
Wagon torque / horsepower?
Is there any limit to how many adjacent ramp squares a wagon can traverse? Aesthetically, I had always placed 3 or more tiles of flat space between two ramps, on the assumption that the wagon needed to "level out" before negotiating another hill... but I've seen them do some crazy off-roading on their way to my fortress. Can I have an underground depot at Z-6 that is served by a single continuous down-ramp? --Jurph 16:54, 4 December 2008 (EST)