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Editing Cave-in

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{{Quality|Masterwork}}
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{{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:cave_in_v50_anim.gif|thumb|217px|right|A cave-in from the floor above.]]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.  
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[[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&mdash;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. To clarify, it will kill all non-ghost creatures between the tile below the initial tile caving in to its final resting point.
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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.
 
* 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===
[[File:dust_preview_anim.gif|right]]
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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 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, as pictured to the right. 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).
 
 
* [[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:
* '''Terraforming'''
 
*: The natural floor tiles will preserve their type after falling several z-levels. It's a good way of moving the sand and clay tiles deeper, closer to the magma furnaces. A controlled cave-in of upper soil layers will help make an 'underground' pasture field. Moving a whole layer of soil floor tiles along with the supporting soil layer will make it possible to create an underground orchard. Over time tree saplings specific to the surface biome will start growing on this caved-in soil. The supporting layer must remain unmined to allow the growth of roots.
 
 
* '''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>

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