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Editing 40d Talk:Cave-in

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I was under the impression that ramping the floor will dodge any cave in or isolation concerns that occur  with channels, however, this is not the case, if a tile has water on it and is the last of adjacent tiles to be ramped there will be a cave-in.  Is this due to water having weight and a feature or a bug?
 
I was under the impression that ramping the floor will dodge any cave in or isolation concerns that occur  with channels, however, this is not the case, if a tile has water on it and is the last of adjacent tiles to be ramped there will be a cave-in.  Is this due to water having weight and a feature or a bug?
 
--[[User:Stalinbulldog|Stalinbulldog]] 11:56, 9 September 2008 (EDT)
 
--[[User:Stalinbulldog|Stalinbulldog]] 11:56, 9 September 2008 (EDT)
:Cave-ins also happen if you remove ramps from a tile where there is a tree on the "downward ramp". Problem is, the tree / other item isn't visible from the "upward ramp" (even though it is the "same thing").<font face="FixedSys" color="#00FFFF">[[User:GarrieIrons|Gar]]</font>[[User Talk:GarrieIrons|rie]] 09:14, 11 July 2009 (UTC)
 
  
 
== Confirmed ==
 
== Confirmed ==
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:IIRC the movie above shows some bituminous coal surviving some falling floor. I tested it with some kind of yellow stone and a mechanism and it didn't seem to destroy anything, just pushed the stuff around. Are you sure it didn't get pushed off a cliff or into some magma or something? I don't know :/ --[[User:Xonara|Xonara]] 04:32, 25 January 2009 (EST)
 
:IIRC the movie above shows some bituminous coal surviving some falling floor. I tested it with some kind of yellow stone and a mechanism and it didn't seem to destroy anything, just pushed the stuff around. Are you sure it didn't get pushed off a cliff or into some magma or something? I don't know :/ --[[User:Xonara|Xonara]] 04:32, 25 January 2009 (EST)
 
::It was nowhere near magma or cliff. --[[User:GreyMario|GreyMaria]] 12:37, 31 January 2009 (EST)
 
::It was nowhere near magma or cliff. --[[User:GreyMario|GreyMaria]] 12:37, 31 January 2009 (EST)
:::I've dropped cave-ins on buildings several times (trade depot occupied by elves loaded up with cloth, suicide booth lever linked to a support holding up the ceiling above it), and occasionally I lost an item or two. Constructed floors are definitely capable of destroying objects, just not consistently. --[[User:Quietust|Quietust]] 20:57, 4 November 2009 (UTC)
 
  
 
== Cave-in vs. creatures ==
 
== Cave-in vs. creatures ==
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Also, demons. At least SoF have [NOSTUN], so I'm curious if they will get stunned by cave-in-dust. Can someone test this? I don't have a demon chamber right now. [[User:MC Dirty|MC Dirty]] 08:48, 24 March 2009 (UTC)
 
Also, demons. At least SoF have [NOSTUN], so I'm curious if they will get stunned by cave-in-dust. Can someone test this? I don't have a demon chamber right now. [[User:MC Dirty|MC Dirty]] 08:48, 24 March 2009 (UTC)
 
"Death. Since a cave-in kills most creatures instantly, it can provide a convenient or amusing way to off a group of creatures." That appears later on in the article. It seems safe to just go with the cave-ins kill *most* creatures caught under them. [[User:Shardok|Shardok]] 00:58, 4 August 2009 (UTC)
 
:In a test embark on top of a Goblin tower, I orchestrated a cave-in directly above the (friendly) Demon who was the civilization's Ruler. He was killed instantly. In other tests, I've even squished HFS demons by collapsing the ceiling of their chamber on top of them. I'd say it's probably safe to assume that cave-ins are instantly lethal to all creatures. --[[User:Quietust|Quietust]] 20:59, 4 November 2009 (UTC)
 
 
== Underground Forest ==
 
If you cause a cave in of a large tree populated area (7x10 in my case) the trees will remain intact once they drop a floor.  I did not, however, play long enough to see if the trees regrow. [[User:Kenji 03|Kenji 03]] 13:07, 18 July 2009 (UTC)
 
 
I caved in a very large area of 68x28 tiles. None of the trees survived the fall and no trees have regrown. The region did not have a high tree density but some should have survived. I also dropped another area (10x6) with the same results. Version 0.28.181.40d  --[[Special:Contributions/71.145.167.39|71.145.167.39]] 04:35, 6 December 2009 (UTC)
 
:Did you drop soil ''walls'' or just floors? --[[User:Quietust|Quietust]] 06:09, 6 December 2009 (UTC)
 
 
After some anecdotal testing on two different maps, I've come to this conclusion (v. 28 181 40d16):
 
 
Soil type, zone humidity (temperate, ect...) something has an effect on the regrowth of mined out areas without discovering an  underground river.
 
 
Map #1- Temperate, heavily forested. Top soil was sand/loam/limestone. Had tower cap and plant regrowth in exposed, unflooded irrigation channels.
 
Map #2- Temperate, forested. Top soil is loam/rock salt. Zero regrowth in exposed, unflooded and flooded irrigation channels. Zero regrowth, or even survival of plant life beyond grass, when up to 6x6 areas of land were dropped 1 and 2 z-levels. No regrowth after flooding. No regrowth after covering areas with flooring tile.
 
 
'''Conclusion: '''If you want to test to see if you can grow an underground forest without an underground river, channel into the top soil and watch for regrowth. If you get none, dropping top soil down z-levels will not help.''''''
 
 
Other than the area covered by floor tile, I gave all these tests over 4 years to regrow. Interestingly, grass/dirt patterns do shift over time. But you won't get plant growth.
 
 
It could just be that native Tower Caps will regrow anywhere, while other wood types require an underground river period. --[[User:Nenjin|Nenjin]] 22:12, 22 January 2010 (UTC)
 
 
== Halting cave-ins ==
 
The article originally stated that only solid ground was sufficient to stop a cave-in from punching through the floor, suggesting that cave-ins would destroy constructed walls, though several tests indicate that constructed walls ARE sufficient to prevent a cave-in from punching through to a passage below (even if they were built over a channeled area with no floor), whether the cave-in consists of a constructed floors, constructed walls, or even natural stone, and they remain perfectly intact. --[[User:Quietust|Quietust]] 19:20, 25 August 2009 (UTC)
 
 
== Vacuum? ==
 
 
I've been setting up an obsidian farm that involves (in my plan) many cave-ins to work. So I've been intentionally causing cave-ins, and they seem to create a vacuum that sucks the miner in. Let me try to diagram it for you:
 
Key:
 
. - floor
 
_ - channel/open space
 
X - miner
 
 
Upper Level:
 
. . . . X . . .
 
. _ _ _ . _ _ .
 
. _ . . . . _ .
 
. _ . . . . _ .
 
. _ . . . . _ .
 
. _ _ _ _ _ _ .
 
 
Lower Level:
 
. . . . . . . .
 
. . . . . . . .
 
. . . . . . . .
 
. . . . . . . .
 
. . . . . . . .
 
. . . . . . . .
 
 
Lower level post-cave-in:
 
. . . . . . . .
 
. . . X . . . .
 
. . . . . . . .
 
. . . . . . . .
 
. . . . . . . .
 
. . . . . . . .
 
 
Come to think of it, the diagram is kinda useless, but I enjoyed making it, so w/e. Any ideas on this oddity? Is this official? --[[User:Waladil|Waladil]] 15:26, 5 January 2010 (UTC)
 

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