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Editing 40d Talk:Bridge

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:As far as I know you can't dig on constructions. When the bridge is raised it is still considered to be constructed there. (or something like that) I had the same problem with some retracting bridges. To fix it I just removed the bridges and dug the channels, and then rebuilt them. --[[User:Lotus|Lotus]] 10:13 (CST) June 11, 2008
 
:As far as I know you can't dig on constructions. When the bridge is raised it is still considered to be constructed there. (or something like that) I had the same problem with some retracting bridges. To fix it I just removed the bridges and dug the channels, and then rebuilt them. --[[User:Lotus|Lotus]] 10:13 (CST) June 11, 2008
 
::This is particularly applicable to the process of obsidian mass production. If you have a bridge-held reservoir at Z-level 1, and a magma reservoir at Z-level 0, you will have to destroy and rebuild (and re-mechanize) your bridges every time you make obsidian. To solve this problem, I re-routed my magma to Z-level -1, and left Z-level 0 as empty space. I also re-routed my access paths so that miners will arrive in Z-level 0 from the west side, (and channel East to West, one row at a time) and my stone haulers will arrive in the northeast corner, so they can start hauling stone as soon as it is channeled out. Although this took several false starts, it is now a highly efficient system. If I ever do it again, however, I will build MUCH bigger reservoirs... And way wider channels for the magma. It takes FOREVER to fill my magma buffer... Would pumping the magma fix this? --[[User:Wattj|wattj]] 17:26, 1 February 2009 (EST)
 
:::Probably.  Pumped magma behaves differently, while the pump is on.--[[User:Zchris13|Zchris13]] 05:23, 24 May 2009 (UTC)
 
  
 
== Bridges as a temporary wall ==
 
== Bridges as a temporary wall ==
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:::::::We don't use BBcode here. I don't think that even is BBcode, but it is in that style. To make '''bold text''', type <code><nowiki>'''bold text'''</nowiki></code>.
 
:::::::We don't use BBcode here. I don't think that even is BBcode, but it is in that style. To make '''bold text''', type <code><nowiki>'''bold text'''</nowiki></code>.
 
:::::::And you're right that applying common sense to DF doesn't work. Even the least of peasants can carry thousands of pounds pebbles in a backpack. --[[User:Savok|Savok]] 09:06, 7 June 2008 (EDT)
 
:::::::And you're right that applying common sense to DF doesn't work. Even the least of peasants can carry thousands of pounds pebbles in a backpack. --[[User:Savok|Savok]] 09:06, 7 June 2008 (EDT)
::::::::Actually, they carry thousand pound boulders in their hands.  And cut it into blocks with their '''mind'''--[[User:Zchris13|Zchris13]] 05:24, 24 May 2009 (UTC)
 
  
 
== Bridge-on-bridge action ==
 
== Bridge-on-bridge action ==
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I tried to make a refuse stockpile with a drawbridge over top, and I couldn't place the stockpile where the bridge would lower onto. Can anyone else confirm this for the new version? [[User:Falcondude|Falcondude]] 11:05, 31 July 2008 (EDT)
 
I tried to make a refuse stockpile with a drawbridge over top, and I couldn't place the stockpile where the bridge would lower onto. Can anyone else confirm this for the new version? [[User:Falcondude|Falcondude]] 11:05, 31 July 2008 (EDT)
 
:Yeah, that won't work.  If you are trying to make a garbage compactor, make a ledge and designate a garbage dump with (i) that will drop the items where the bridge will close.[[User:Trevlyn13|Trevlyn13]]
 
:Yeah, that won't work.  If you are trying to make a garbage compactor, make a ledge and designate a garbage dump with (i) that will drop the items where the bridge will close.[[User:Trevlyn13|Trevlyn13]]
 
::You don't need to make a ledge. Just retract the bridge (so you aren't dumping ontop of it) and make a garbage dump zone where the bridge will close. Voila --[[User:Sinergistic|Sinergistic]] 01:03, 21 January 2009 (EST)
 
  
 
== Drawbridge vs colossus ==
 
== Drawbridge vs colossus ==
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:I have no idea, this is a good question. While writing a reply of my thoughts I kept re-thinking some things. If Magma passes over the bridge I'm pretty certain that the mechanism will act like a flood gate's. It will not melt away as long as you don't raise the bridge. If you do raise the bridge, the mechanism will melt away and the bridge could do a number of things. Before I keep typing about what I think will/could happen, I'm just going to go ahead and pass on a wall of text. [[User:Dakira|Dakira]] 1844, 28 September 2008 (PST)
 
:I have no idea, this is a good question. While writing a reply of my thoughts I kept re-thinking some things. If Magma passes over the bridge I'm pretty certain that the mechanism will act like a flood gate's. It will not melt away as long as you don't raise the bridge. If you do raise the bridge, the mechanism will melt away and the bridge could do a number of things. Before I keep typing about what I think will/could happen, I'm just going to go ahead and pass on a wall of text. [[User:Dakira|Dakira]] 1844, 28 September 2008 (PST)
 
::But fluids cannot enter the tile of a raised bridge, whereas they can enter the tile of a lowered bridge. In this way, a raised bridge would be analogous to a _closed_ floodgate, and a lowered bridge to an _open_ one. [[User:Random832|Random832]] 21:51, 25 November 2008 (EST)
 
::But fluids cannot enter the tile of a raised bridge, whereas they can enter the tile of a lowered bridge. In this way, a raised bridge would be analogous to a _closed_ floodgate, and a lowered bridge to an _open_ one. [[User:Random832|Random832]] 21:51, 25 November 2008 (EST)
 
GO GO GADGET TEST MELTY MECHANISMS --[[User:GreyMario|GreyMaria]] 00:25, 16 January 2009 (EST)
 
:Nope, doesn't work. The mechanisms melted... and just when I was making to re-pull the lever, too. D: --[[User:GreyMario|GreyMaria]] 01:05, 16 January 2009 (EST)
 
  
 
== Bridges and wagons? ==
 
== Bridges and wagons? ==
  
 
Is is possible for wagons to drive over bridges? I would assume so, but I don't want to get hasty. --[[User:W-dueck|w-dueck]] 23:50, 3 December 2008 (EST)
 
Is is possible for wagons to drive over bridges? I would assume so, but I don't want to get hasty. --[[User:W-dueck|w-dueck]] 23:50, 3 December 2008 (EST)
:yes, anything can pass over them. [[User:Dangerous Beans|Dangerous Beans]] 00:29, 4 December 2008 (EST)
 
:: Okay, thanks. Now that the mean kobolds can't escape when they steal my stuff, I am free to bludgeon them with random objects! --[[User:W-dueck|w-dueck]] 18:39, 4 December 2008 (EST)
 
:::You have to spot them first, though.  Put war dogs on restraints in a recessed area that leads to the trade depot.--[[User:Maximus|Maximus]] 22:08, 4 December 2008 (EST)
 
 
== Indestructible Caravan ==
 
I needed to test out my whammer slammer bammer on <em>something</em> but no goblins volunteered for so long I was forced to attack the dwarven caravan instead.  The mighty bridge swung down upon the lone wagon and was riven like a banana dipped in liquid nitrogen, leaving the wagon unscathed.  If we could breed and train war wagons we'd rule the world.  The 3-tile-wide parts of it anyway. --[[User:Corona688|Corona688]] 18:55, 9 December 2008 (EST)
 
 
:But a single cave swallowman can scuttle an entire wagon in two milliseconds. Maybe wagons count as a megabeast? --[[User:GreyMario|GreyMaria]] 23:00, 9 December 2008 (EST)
 
 
:Funny. I dropped a bridge on a Mangrove Wagon yesterday, and the wagon vaporized like any other sap. It was an iron bridge - maybe that's the difference? --[[User:HMS Prancytime|HMS Prancytime]] 16:15, 1 February 2009 (EST)
 
 
== Megabeasts break bridges even without atomsmashing? ==
 
 
Situation: I captured a Titan and pitted it onto a drawbridge from a platform a Z-level above.  The drawbridge is retractable and linked to a level.  Logically, pulling the level will make the drawbridge retract and the Titan will plummet to his death.
 
 
But it didn't happen.  The bridge refuses to budge.  I haven't got a message about it whatsoever.
 
 
Is it possible for a Titan to break ''any'' drawbridge operation whatsoever no matter the end result?
 
 
--[[User:Shurikane|Shurikane]] 22:34, 6 January 2009 (EST)
 
 
:<s>Yes. A bridge is a non-construction building. Therefore entities with [BUILDINGDESTROYER] can nuke them.</s> I doubt it. Did you find any mechanisms lying around, like next to the lever? --[[User:GreyMario|GreyMaria]] 00:02, 7 January 2009 (EST)
 
 
::Nothing unusual to report.  As far as I see, everything should be functioning normally.  The Titan, by the way, does not move around.  He stays right where I dropped him...  --[[User:Shurikane|Shurikane]] 12:25, 7 January 2009 (EST)
 
::Update: here's what I found out.  A megabeast standing on a bridge will prevent said bridge from functioning.  In my case, this means a retracting bridge will refuse to retreact unless the megabeast steps off or dies.  --[[User:Shurikane|Shurikane]] 11:02, 10 January 2009 (EST)
 
:::A Zombie Elephant will do the same thing. --[[User:May Cause Drowsiness|May Cause Drowsiness]] 07:29, 25 July 2009 (UTC)
 
 
== Rain filling up ponds ==
 
 
Hi all.  I just noticed something strange.  I have a fortress without flowing water where it is hot (the ponds dry up)  The evaporation depends on weather it is covered or not (I verified this 40d) But, if it is covered, then it doesn't refill with rain.  So I thought, how about a retracting bridge.  Nope.  Even if it is retracted, the pond doesn't refill when it rains. Oh well. Probably has to do with the construction note above.[[User:Kwieland|Kwieland]] 23:16, 19 January 2009 (EST)
 
:Try this: build a cavern under the pond, and a hatch cover linked to a lever between them. Wait until the pond fills with water, then pull the lever, and drain the pond. Close the hatch, then wait until it refills. [[User:Petersohn|Petersohn]] 17:40, 28 November 2009 (UTC)
 
 
== Building at the end of a bridge ==
 
As an addition to the info regarding bridges constructed at the end of bridges, apparently you can build walls and floors at the end of bridges as well, but upon completion, they collapse, along with the dwarf who was building it. I only tested with a retracting bridge, but I see no reason the same wouldn't apply to drawbridges. Of course, this information isn't really useful, but a warning on the page would be nice. Actually, I suppose it would make an innovative way of killing off masons. --[[User:Mikaka|Mikaka]] 05:12, 23 April 2009 (UTC)
 
:I just discovered this the hard way, when my mayor / broker / manager / legendary carpenter / only architect attempted to build a floor at the end of a bridge, only to plummet to his watery death in the ocean. Plans have been drawn to drain the ocean into the aquifer in retaliation. ~ [[User:Eidako|Eidako]] 05:46, 27 June 2009 (UTC)
 
 
::I can verify this affect: It has more to do with the bridge not counting as a solid construction and still allowing constructions next to it as if it would support them. Just make sure your walls are attached to other constructions that are somehow touching floors, and you'll be fine. I found this out the hard way, repeatedly, on my above-ground/wood-only fort while trying to use a bridge as temporary scaffolding in a water-duct drainage system that, sadly, did not work as water wouldn't fill upwards.
 
 
== Magmapult. ==
 
 
If you have a bridge that raises directionally attached to a lever, and it has retaining walls, and everything is magma-proof, can you fill the retainer with magma, pull the switch... would it throw magma like it throws other objects?
 
--[[User:Roflcopter!|Roflcopter!]] 22:35, 19 August 2009 (UTC)
 
:An easy experiment to try - let us know how it works out.--[[User:Albedo|Albedo]] 23:41, 19 August 2009 (UTC)
 
::I tested with water, it does not get flung but it does get atom smashed. --[[User:winner|winner]] 08:41, 26 September 2009 (PST)
 
 
== Deconstruction Scaffold ==
 
 
Backstory: my new fort's entrance is accessible only via a bridge over the magma pipe, using two 3x10 raising bridges on the edges and a bunch of constructed floors in the middle (and constructed walls along the edges), and I recently decided to rebuild it with 3x2 raising bridges on the edges and retracting bridges in the middle (for dropping goblins into the magma, or for clearing away magma pumped onto the bridge). In order to do this, though, I would need to deconstruct the existing floors, removing the only path out of my fortress (except for the walled-off back door which I'd rather not reopen), so as a test, I attempted to build a retracting bridge '''over''' the floor and then remove the constructed floors underneath it. Amazingly, it worked, and it even left the building materials sitting directly on top of the bridge rather than falling into the magma pipe. --[[User:Quietust|Quietust]] 14:00, 3 September 2009 (UTC)
 
 
== Retracting ...bridgeapult? ==
 
 
So my fortress entrance is a bridge over a magma pipe (as described above for "deconstruction scaffold"). When I place items on the center retracting bridge and pull the lever to drop them, they fly '''into the air''' before falling down into the magma, some of them ending up on top of the retaining walls. I suspect that once I finish building a floor over the bridge (about 66% done right now), it'll start behaving properly and simply drop the items straight down into the magma. --[[User:Quietust|Quietust]] 03:43, 5 September 2009 (UTC)
 
 
== Bridgeapults forum thread ==
 
 
The [http://www.bay12games.com/forum/index.php?topic=42111.0 bridgeapults] has experiments to test what exactly bridges do
 
--[[User:winner|winner]] 08:35, 26 September 2009 (PST)
 
 
== Automatic Butchering Experiment with Retractable Bridges ==
 
 
I performed repeated experiments using retractable bridges to let livestock fall to their deaths in 40d19.  Using the step through method, I carefully observed the subjects while they were in the air.  The apparatus used is a free standing tower with attach staircase and bridge.
 
 
top: |========|++x
 
base:          oox
 
 
Some general observations that might be helpful:
 
 
1. Creatures (muskox and cows) did not gain in maximum height.  That is, they did not get tossed upwards (did not gain in z-level), but merely get tossed horizontally before falling down.
 
 
2. Creatures are tossed in a random horizontal direction (combinations side-to-side and front-to-back) by a maximum of 3 tiles before falling down.
 
 
3. Terminal height (100% kill rate over multiple mass tests) is 8F.
 
 
4. Care should be taken so that the creatures do not land on nearby auxiliary structures that may prevent fatal impact.
 
 
:In other discussions, 100% lethalality distance to fall seems dependent on the [[size]] of the creature falling. --[[User:Albedo|Albedo]] 21:22, 23 March 2010 (UTC)
 

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