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Editing Cave-in
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− | {{Quality|Masterwork}} | + | {{Quality|Masterwork|21:52, 20 September 2016 (UTC)}} |
{{av}} | {{av}} | ||
{{buggy}} | {{buggy}} | ||
:{{DFtext|A section of the cavern has collapsed!|4:0:1}} | :{{DFtext|A section of the cavern has collapsed!|4:0:1}} | ||
− | [[File: | + | [[File:Cave-in (indust).jpg|thumb|250px|right|Cave-in during the Industrial Age.<br>''Drawn by Albert Sidney Bolles'']]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 ([[bridge]]s and [[hatch]]es do not provide support). 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]. | Cave-ins can be disabled in the [[d_init.txt]] file by changing [CAVEINS:YES] to [CAVEINS:NO]. | ||
== How cave-ins work == | == How cave-ins work == | ||
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Any ''disconnected'' [[construction]] or section of [[rock]] or [[soil]] will cave in. The game checks for connections along the X, Y, and Z axes (that's left/right, up/down, and above/below). Any construction, even [[stairs]] (natural or constructed), and [[support]]s (naturally) provide support/connections. [[Tree]] trunks provide support on all axes. [[Stairs|Up stairs]] will provide support for the z-level above even if there is no downstairs above, acting as an invisible floor. '''Diagonal connections and [[bridge]]s do not provide support.''' Ramps will not provide support to the tile above them, but will act as a connection for the adjacent tiles on the same level. | Any ''disconnected'' [[construction]] or section of [[rock]] or [[soil]] will cave in. The game checks for connections along the X, Y, and Z axes (that's left/right, up/down, and above/below). Any construction, even [[stairs]] (natural or constructed), and [[support]]s (naturally) provide support/connections. [[Tree]] trunks provide support on all axes. [[Stairs|Up stairs]] will provide support for the z-level above even if there is no downstairs above, acting as an invisible floor. '''Diagonal connections and [[bridge]]s do not provide support.''' Ramps will not provide support to the tile above them, but will act as a connection for the adjacent tiles on the same level. | ||
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=== Below the cave-in=== | === Below the cave-in=== | ||
− | * 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. |
* Most [[plant]]s under a cave-in are obliterated, but not multi-tile [[tree]]s. | * Most [[plant]]s under a cave-in are obliterated, but not multi-tile [[tree]]s. | ||
* 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}} | ||
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* 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. | ||
=== Other effects=== | === Other effects=== | ||
− | + | * 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). | |
− | * A large amount of dust is generated | ||
* [[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 terrain that is rendered unsupported by the cave-in will cause a subsequent cave-in. | * Any terrain that is rendered unsupported by the cave-in will cause a subsequent cave-in. | ||
== Avoiding cave-ins == | == Avoiding cave-ins == | ||
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Do not make unconnected sections of rock. | Do not make unconnected sections of rock. | ||
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== Using cave-ins == | == Using cave-ins == | ||
Intentional cave-ins serve several purposes: | Intentional cave-ins serve several purposes: | ||
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* '''Defense''' | * '''Defense''' | ||
*: Use cave-ins to block off water approaches to underground cavern levels. Combined with walls higher up, a cavern can (with great effort) be rendered completely safe from all intruding vermin.<sup>1</sup> | *: Use cave-ins to block off water approaches to underground cavern levels. Combined with walls higher up, a cavern can (with great effort) be rendered completely safe from all intruding vermin.<sup>1</sup> |