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v0.31 Talk:Cave-in

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Revision as of 01:41, 23 June 2010 by Calculator (talk | contribs)
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Cave-in sand

I created a cave-in to get a terrain tile of sand to level -100 (or so), to set up an efficient glass making operation using magma furnaces. When the sand tile reached the bottom floor, it turned into sandy clay (or loamy sand or something, I don't really remember) and couldn't be used for sand gathering. Should I add this to the article or should I wait for someone to confirm this? I couldn't find a page that details the correct etiquette on this wiki. /Josj 13:02, 26 April 2010 (UTC)

It's sort of a known behavior, to the extent that it was known back in version 40d. --Quietust 13:10, 26 April 2010 (UTC)
I'll put it in the article. It would've helped me, so it can't be that out of place. /Josj 13:26, 26 April 2010 (UTC)
If there is useful information that you know of that isn't in an article, add it. That is etiquette :). If you add it and it looks out of place someone will probably improve it at some point. Obviously, making sure it's confirmed by someone else is important, and also don't put in theories on a whim, but otherwise, go for it. Mason (T-C) 16:34, 26 April 2010 (UTC)

Lack of cave-in?

In 31.03, I started digging and accidentally created several floors with no walls or supports between them:

Level X:

..... .░░░. .░░░. .....

Level X-1 (floor below):

..... .░░░. .░░░. .....

The . is empty space, nothing below it. The ░ is floor (not wall) where my dwarves can walk around. There's no supports or walls holding the floors up, so why isn't level X falling?

Ah, it was the stairs, which I did not mark. Turns out that up/down stairs function as supports between levels.--208.81.12.34 14:18, 6 May 2010 (UTC)

--208.81.12.34 17:15, 3 May 2010 (UTC)

Init disabling

When you disable caveins in the init file, does that just mean that the bad effects of a cavein (killing dwarves, etc) are disabled, or does the material actually not fall? --Calculator 01:41, 23 June 2010 (UTC)