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v0.31 Talk:Cave-in

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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)

It means cave-ins are disabled. That is, the material will not fall. Besides, sometimes killing dwarves is a good thing.


Conflicts and questions

From the page: Any creature caught underneath or on top of the falling material is crushed and badly injured, if not killed. Any creature caught directly underneath (on the same tile underneath) a cave-in is killed, no exception.

That doesn't make sense to me. The first one agrees with my experience, the second doesn't. I've (in 40d) seen constructions collapse directly on creatures and not had them killed. I'm removing the second one.

Does anybody know where the lava pump by cave-in went? I cann't find it anymore.--Kwieland 02:03, 28 August 2010 (UTC)

I'm pretty sure the first bit was intended to mean "in the general area underneath the cave-in", such that the cave-in dust would be able to knock it around. Also, are you absolutely certain you've seen a creature survive having a cave-in land directly on top of it, even in 40d? --Quietust 02:25, 28 August 2010 (UTC)

We need to make a cave-in trap and have two projects

1st. Support/floor stack:

▓╞+++++++++++++++++╡▓ - floor tiles, connected with bridges to solid ground ▓ I ▓ I ▓ I - support/floor/support stack ▓ I ▓ I - support linked to level/pressure plate ▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓


2nd. Walls stack and single support:

▓╞+++++++++++++++++╡▓ - floor tiles, connected with bridges to solid ground ▓ ║ ▓ ║ ▓ ║ - walls above each other ▓ ║ ▓ I - support linked to level/pressure plate ▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓

So, when you remove the support, both constructions fall down. But 1st falls several floors down (5 at the picture), while 2nd falls only 1 floor down and then it's pillar collides with bottom. Is there any difference in resulting damage made to poor invaders? The second one can be constructed much more faster. Peregarrett 09:29, 1 September 2010 (UTC)