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Editing 40d Talk:Channel

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==Note on FAQ Boxes==
 
The Water and Magma FAQ boxes at the bottom of the article link to the DF2010 version of this wiki, and I don't know how to fix them. I've taken off the red links banner as I fixed the remaining red links - does it need to go on again? --[[User:Nimblewright|Nimblewright]] 09:20, 6 April 2010 (UTC)
 
 
 
==Empty channels as moats==
 
==Empty channels as moats==
 
Can land-bound enemies cross empty channels?  Or would an empty channel dug around your entire fort suffice to prevent intruders? [[User:Julius|Julius]] 19:53, 13 November 2007 (EST)
 
Can land-bound enemies cross empty channels?  Or would an empty channel dug around your entire fort suffice to prevent intruders? [[User:Julius|Julius]] 19:53, 13 November 2007 (EST)
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:::::::::Oh, but I haven't made a floodgate or anything yet. It's just the drain pipe. Besides, I already made stairs, but how do you get the dwarf to go up them? - [[User:Znex|Znex]] 17:05, 1 January 2008 (EST)
 
:::::::::Oh, but I haven't made a floodgate or anything yet. It's just the drain pipe. Besides, I already made stairs, but how do you get the dwarf to go up them? - [[User:Znex|Znex]] 17:05, 1 January 2008 (EST)
 
::::::::::Wait, never mind. I set a mining thing alongside the channel and the dwarf(since he was a miner) got out and started making it. Which would probably mean that the dwarf wasn't really down the channel at all, but rather on a piece of channel that hadn't been made yet. - [[User:Znex|Znex]] 17:10, 1 January 2008 (EST)
 
::::::::::Wait, never mind. I set a mining thing alongside the channel and the dwarf(since he was a miner) got out and started making it. Which would probably mean that the dwarf wasn't really down the channel at all, but rather on a piece of channel that hadn't been made yet. - [[User:Znex|Znex]] 17:10, 1 January 2008 (EST)
 
Will dwarves dig out a floor on which another dwarf or pet is standing? I've never personally seen it happen. --[[User:Tachyon|Tachyon]] 14:28, 3 August 2008 (EDT)
 
:It was fixed a couple of versions back. --[[User:Juckto|Juckto]] 21:01, 3 August 2008 (EDT)
 
  
 
==Andesite==
 
==Andesite==
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One of my little fellas in all honesty tried to wade through a filled channel, to stockpile a leftover shale. Okay, there was a stair going down  to the channel level, and there was one going up on the other end near the pile and it ''was'' by far the shortest way. The best thing is, after a few tiles he decided to get scared and announced "cancel. dangerous terrain". Not that that made him get out of the channel! I then drafted him to get him out..now i wonder, would the goblins take the same route into my fortress? ;) --[[User:Koltom|Koltom]] 20:29, 21 February 2008 (EST)
 
One of my little fellas in all honesty tried to wade through a filled channel, to stockpile a leftover shale. Okay, there was a stair going down  to the channel level, and there was one going up on the other end near the pile and it ''was'' by far the shortest way. The best thing is, after a few tiles he decided to get scared and announced "cancel. dangerous terrain". Not that that made him get out of the channel! I then drafted him to get him out..now i wonder, would the goblins take the same route into my fortress? ;) --[[User:Koltom|Koltom]] 20:29, 21 February 2008 (EST)
  
== Poor Swimmers ==
+
== == Poor Swimmers == ==
  
 
Is there a benefit to filling moats with water? Unfilled moats apparently provide an unbeatable defense. However, if enemies charged into filled moats or something, that could definately provide a quick way to end sieges. --[[User:Shadow archmagi|Shadow archmagi]] 11:41, 28 February 2008 (EST)
 
Is there a benefit to filling moats with water? Unfilled moats apparently provide an unbeatable defense. However, if enemies charged into filled moats or something, that could definately provide a quick way to end sieges. --[[User:Shadow archmagi|Shadow archmagi]] 11:41, 28 February 2008 (EST)
: As far as is known, general pathfinding does not seem to take into account the ability of a [[animal|creature]] to swim if it does not naturally (e.g., [[carp]], which has special flags).  But it does take into account the existence of open space, like the kind that is one z-level above water; only flying [[animal|creatures]] can move through open space willingly, but you will find that drowning a [[animal|creature]] that can fly is exceedingly difficult.  The significant problem with [[moat]]s is the potential for them to [[temperate|freeze]] and create [[ice|walkable terrain]].
 
 
: It might be possible to entice invaders (as well as your own [[dwarf|fools]]) to attempt to ford a filled [[moat]] by {{key|b}}uilding [[ramp]]s down into it, but they may also find that it is "dangerous terrain" and cancel the attempt. --[[User:FJH|FJH]] 19:09, 25 March 2009 (EST)
 
  
 
== Filling in Channels  ==
 
== Filling in Channels  ==
  
 
It's not possible right now right?--[[User:Seaneat|Seaneat]] 05:52, 5 July 2008 (EDT)
 
It's not possible right now right?--[[User:Seaneat|Seaneat]] 05:52, 5 July 2008 (EDT)
 
 
:The closest you can come are:
 
:The closest you can come are:
:# Dwarven Cement Mixer: Fill channel with lava. Cover filled channel with water.
 
 
:# building a wall on the spot where you dug the channel out (fills in the gap and makes the level above walkable)
 
:# building a wall on the spot where you dug the channel out (fills in the gap and makes the level above walkable)
 
:# building a floor over the spot where you dug the channel out (leaves a tunnel but makes the level above walkable)
 
:# building a floor over the spot where you dug the channel out (leaves a tunnel but makes the level above walkable)
 
:In fact a channel 3 squares long (heck even 1 square long) can be used as a place to dump an infinite amount of anything solid - say, rock - just don't dump liquid in there because it can only go to 7 units deep of either magma or water (dunno what happens when you dump 100 blocks of water (AKA "ice") in a channel and it melts...?)[[User:GarrieIrons|GarrieIrons]] 10:29, 5 July 2008 (EDT)
 
:In fact a channel 3 squares long (heck even 1 square long) can be used as a place to dump an infinite amount of anything solid - say, rock - just don't dump liquid in there because it can only go to 7 units deep of either magma or water (dunno what happens when you dump 100 blocks of water (AKA "ice") in a channel and it melts...?)[[User:GarrieIrons|GarrieIrons]] 10:29, 5 July 2008 (EDT)
 
:A cave-in (requiring of course, that the channel was inside and below material) should create new undug tiles where they fall, if the cave-in consists of undug tiles. --[[User:N9103|Edward]] 13:35, 5 July 2008 (EDT)
 
 
== Channeling vs. Mining ==
 
 
I've noticed an odd behavior with regard to channeling water. It seems (and I'm doing some additional testing to confirm this) that Channeled streams don't allow for Fishing (the Zones menu shows zero fishable squares), but Mined streams do. I have no idea why this would be the case, but it's an observable phenomenon that I've had happen in Fortresses dating back almost a year ago. --[[User:Nekojin|Nekojin]] 14:34, 22 August 2008 (EDT)
 
:After doing some testing, it seems this may be just a temporary thing. The channeled area that was unfishable became fishable after the river froze and thawed. So perhaps it only lasts for one season or so. --[[User:Nekojin|Nekojin]] 12:59, 23 August 2008 (EDT)
 
 
== Area Channeling ==
 
When I designate large areas to be channelled I notice that my dwarves mine out the squares in an order such that there won't be any unchannelled islands usually. The exceptions are when some object like walls prevent the dwarves from being able to reach squares making it impossible to  just channel without leaving islands, Does the game calculate in what order the squares need to/can be dug for their to be no islands leftover or am I crazy?
 
--[[Special:Contributions/71.145.168.229|71.145.168.229]] 04:19, 16 February 2010 (UTC)
 

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