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Editing v0.34:Cave-in

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{{quality|Fine|21:06, 6 October 2010 (UTC)}}{{av}}
 
{{quality|Fine|21:06, 6 October 2010 (UTC)}}{{av}}
{{buggy}}
 
 
:''A section of the cavern has collapsed!''
 
:''A section of the cavern has collapsed!''
  
A '''cave-in''' is when walls, floors, and other terrain plummet downwards to lower [[Z-axis|Z-levels]] under the influence of [[gravity]]. A cave-in will occur if constructions or ground tiles are detached from all support (bridges do not support constructions). Since it is only a placeholder, the system is highly unrealistic—you can hold up a giant megafortress by a slender pillar of soap. [[Main:Toady One|Toady One]] has stated he intends to implement more realistic cave-ins in future versions.  
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A '''cave-in''' is when walls, floors, and objects plummet downwards to lower [[Z-axis|Z-levels]] under the influence of [[gravity]]. A cave-in will occur if constructions or ground tiles are detached from all support (bridges do not support constructions). Since it is only a placeholder, the system is highly unrealistic—you can hold up a giant megafortress by a slender pillar of soap. [[Main:Toady One|Toady One]] has stated he intends to implement more realistic cave-ins in future versions.  
  
Cave-ins can be disabled in the [[d_init.txt]] file by changing [CAVEINS:YES] to [CAVEINS:NO].
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Cave-ins can be disabled through the [[Technical tricks|init]] file, by changing [CAVEINS:YES] to [CAVEINS:NO].
  
 
== How cave-ins work ==
 
== How cave-ins work ==
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* Any [[creature]] caught directly underneath (on the same tile underneath) a cave-in is killed, the only exception being [[Ghost]]s.
 
* Any [[creature]] caught directly underneath (on the same tile underneath) a cave-in is killed, the only exception being [[Ghost]]s.
* [[Plant]]s under a cave-in are obliterated{{verify}}--including fully-grown [[tree]]s.
 
* [[Tree]]s, [[shrub]]s and saplings that fall are obliterated. Falling [[grass]] of all types (including [[cave moss]] and [[floor fungus]]) gets turned into undifferentiated green "Grass".
 
 
* Any item caught under falling natural walls is destroyed completely. Natural floors and constructed walls and floors have a chance of destroying items.{{verify}}
 
* Any item caught under falling natural walls is destroyed completely. Natural floors and constructed walls and floors have a chance of destroying items.{{verify}}
 
* Anything standing on the area that caves in falls and may get away with being stunned. The fall victim has a chance of being unable to walk away, somewhat proportional to the distance fallen but not set in stone. <s>No</s> Pun intended.
 
* Anything standing on the area that caves in falls and may get away with being stunned. The fall victim has a chance of being unable to walk away, somewhat proportional to the distance fallen but not set in stone. <s>No</s> Pun intended.
* A large amount of dust is generated. Any creature caught by the dust from the collapse is knocked [[unconscious]] and can be thrown a few tiles even up z-levels, which may cause them to fall off, say, a narrow bridge fifty z-levels above the ground, or can mash them into a fine paste against the wall. Dwarves will receive an unhappy thought from choking on dust clouds (which won't matter if they're dead).
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* A large amount of dust is generated. Any creature caught by the dust from the collapse is knocked [[unconscious]] and can be thrown a few tiles, which may cause them to fall off, say, a narrow bridge fifty z-levels above the ground, or can mash them into a fine paste against the wall. Dwarves will receive an unhappy thought from choking on dust clouds (which won't matter if they're dead).
 
* All [[building]]s and non-wall [[construction]]s under the falling area are destroyed. Buildings above the cave-in will deconstruct if they are no longer supported.
 
* All [[building]]s and non-wall [[construction]]s under the falling area are destroyed. Buildings above the cave-in will deconstruct if they are no longer supported.
* Supported natural terrain will remain intact during the cave-in (terrain unsupported from below will collapse).  
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* Natural terrain will remain intact during the cave-in; the only effect is they are revealed. {{verify}}
 
* Constructions will deconstruct when they collide with solid terrain.
 
* Constructions will deconstruct when they collide with solid terrain.
* Any terrain crashes through multiple [[floor]]s and [[ramp]]s, and stops only upon reaching solid ground, a constructed wall, or a support. Natural terrain piles up and constructions deconstruct.
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* Any terrain crashes through multiple [[floor]]s, and stops only upon reaching solid ground, a constructed wall, or a support. Natural terrain piles up and constructions deconstruct.
* Mined stairs and [[ramp]]s will settle like unmined rock; Stairs that fall down onto previously empty [[floor]]s will reveal the level below. If there's rock or a floor above them, it'll cover the stairs.{{verify}}
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* Mined stairs and [[ramp]]s will settle like unmined rock; Stairs that fall down onto previously empty [[floor]]s will reveal the level below. If there's rock or a floor above them, it'll cover the stairs.
 
* Anything falling into a fluid sinks to the bottom. Therefore, it is not a good idea to punch a skylight into your meeting area if you forgot that e.g. your [[gem]] pile was directly below and you had a [[magma]] tube three Z levels afterwards... you get the idea.
 
* Anything falling into a fluid sinks to the bottom. Therefore, it is not a good idea to punch a skylight into your meeting area if you forgot that e.g. your [[gem]] pile was directly below and you had a [[magma]] tube three Z levels afterwards... you get the idea.
* Any fluid displaced by falling natural walls is not destroyed, but transported to directly on top of the fallen walls. This principle can be used to construct [[magma piston]]s.  
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* Any water displaced by falling natural walls is not destroyed, but displaced upwards(!) to directly on top of the fallen walls.
* Soil layers will change into the lowest soil type on map.
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* Soil walls tend to turn into a different soil type when they fall into a stone layer.
 
* [[Magma mist]] will be generated in all tiles of magma that were in the path of the cave-in.
 
* [[Magma mist]] will be generated in all tiles of magma that were in the path of the cave-in.
* Any mined minerals or stone in the area directly under the cave-in will be forced out from under the cave-in (or even up a few z-levels too, if the cave-in falls a long distance).
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* Any mined minerals or stone in the area directly under the cave-in will be forced out from under the cave-in.
  
 
== Avoiding cave-ins ==
 
== Avoiding cave-ins ==
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  ▒▒▒▒▒▒
 
  ▒▒▒▒▒▒
  
Another thing to watch out for is if you want to dig away a hill above ground, to make room for your fancy overground fort. You may dig away the hill on one level, and then have a huge platform of "floor" on the z-level above that falls on your [[miner]] if they get disconnected from the ground. Easy thing to miss the first time you do it. To avoid this, channel ''from the surface downwards'', which doesn't remove anything that isn't supported - though you might still mine out something that was supporting a floor you ''weren't'' mining, so be careful. Miners also don't check that there's nobody standing on the floor that will shortly cease to exist - meaning that several miners channelling floors in the same area are a danger to each other. So you should allow only one dwarf to mine out floors in an area at a time.
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Another thing to watch out for is if you want to dig away a hill above ground, to make room for your fancy overground fort. You may dig away the hill on one level, and then have a huge platform of "floor" on the z-level above that falls on your [[miner]] if they get disconnected from the ground. Easy thing to miss the first time you do it.
  
 
The solution here is to dig ramps instead, since these take away both the [[soil]] on the level you are digging on and the floor on the level above. This is not foolproof, however, as [[tree]]s will prevent the floor it's on from being removed, resulting a free-hanging floor when you carve the ramp around it. In addition, ramps do not provide support for other tiles on the higher z-level; depending upon the order they are constructed, cave-ins may still occur.
 
The solution here is to dig ramps instead, since these take away both the [[soil]] on the level you are digging on and the floor on the level above. This is not foolproof, however, as [[tree]]s will prevent the floor it's on from being removed, resulting a free-hanging floor when you carve the ramp around it. In addition, ramps do not provide support for other tiles on the higher z-level; depending upon the order they are constructed, cave-ins may still occur.
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<sup>1</sup>Not literal vermin, those won't be blocked.
 
<sup>1</sup>Not literal vermin, those won't be blocked.
  
== Bugs ==
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=== Note ===
*If a creature gets hit by stone or mineral dust from cave-in, in {{k|r}}eports it will be shown as "is caught in a cloud of boiling magma!"{{bug|1638}}
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Rarely, a cave-in may happen right at the start of the game.This can have several effects depending on where it happens:from releasing underground tree spores, to revealing an [[HFS|upright adamantine weapon]] in the Room list.
*Rarely, a cave-in may happen right at the start of the game. This can have several effects depending on where it happens: from releasing underground tree spores to revealing an [[HFS|upright adamantine weapon]] in the Room list.
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{{Category|Physics}}
  
 
{{buildings}}
 
{{buildings}}
{{Category|Physics}}
 

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