- v50 information can now be added to pages in the main namespace. v0.47 information can still be found in the DF2014 namespace. See here for more details on the new versioning policy.
- Use this page to report any issues related to the migration.
v0.31:Ramp
This article is about an older version of DF. |
A ramp is a map feature that allows dwarves, Template:Ls, and other Template:L 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 with d + r from below or with d + h from above, or construction with b + C + r.
Ramps are the only way that Template:Ls can move between levels in order to access a Template:L. 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". A downward slope is not an independent feature (as opposed to a downward stair), but rather a counterpoint to the upward slope below it; it 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 Template:Ls in that units can walk on them without any problems, even if they are over open space. They will also support adjacent buildings.
Collapse
Natural or carved ramps that are adjacent to Template:Ls will collapse (disappear) if those walls are mined out. This can strand dwarfs, 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 Template:L, Template:L, or Template:L) will result a slope, but leave the upper floor intact. This may create a Template:L 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
Unlike stairs, ramps do not feed every lower and upper tile they are adjacent to, which can cause Template:Ling 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:
- 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.
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. Dwarfs 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.
Ramps may also remove pressure if water flows on one, need to test this.
Creating Ramps
There are three ways for your dwarves to create ramps. The first is to carve a ramp into the earth itself (see Template:L). Dwarves can dig out ramps from adjacent spaces on the same z-level or the ones above. Dwarves can also Template:L from above, which will result in a ramp below 'iff' there is an adjacent wall. Digging a ramp from below will also dig out the space above as if it were channeled.
The second way to make a ramp is to Template:L one out of building materials such as Template:L or Template:L, or any Template:Ls or Template:Ls.
Note that dwarves will happily dig out or construct ramps that are not immediately usable. Check the criteria above if dwarfs do not seem to be using the ramps they have made.
Removing Ramps
Natural and carved ramps can be destroyed 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
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 and Channeling
In previous versions, ramps were considered preferable to a large amount of channeling, since they would remove the floor above. However, in 2010, most situations with channeling will create a ramp instead of just open space.
However, channeling a single pillar of stone, or a floor without stone or dirt wall beneath, will still cause open space, and this can cause injuries to your Template:Ls.
Rooms |
Barracks • Bedroom • Dining room • Dormitory • Jail • Meeting hall • Hospital • Office • Sculpture garden • Tomb • Zoo |
---|---|
Furniture |
Animal trap • Anvil • Armor stand • Bed • Bin • Box • Bucket • Cabinet • Cage • Coffin • Restraint • Seat • Statue • Table • Weapon rack |
Access | |
Constructions | |
Machine & Trap parts |
Axle • Gear assembly • Millstone • Screw pump • Water wheel • Windmill • Lever • Pressure plate • Trap • Support |
Other Buildings | |
Related Articles |