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Editing 40d:Cave-in
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− | {{ | + | A '''cave-in''' can occur if an area is detached from all supporting tiles. A room can be as large as you want to make it, as long as it is supported by at least one tile from below. The system is a bit buggy right now, since it is only a placeholder.{{version|0.27.176.38c}}. [[Toady]] has stated he intends to implement more realistic cave-ins in future versions. |
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− | + | Cave-ins can be disabled through the [[Technical tricks|init]] file, by changing [CAVEINS:YES] to [CAVEINS:NO]. | |
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− | Cave-ins can be disabled through the [[ | ||
== How cave-ins work == | == How cave-ins work == | ||
− | Any '' | + | Any ''unconnected'' section of terrain ([[rock]], dirt, or [[construction]] that is completely disconnected from the rest of the world) will cave in. The game checks for terrain connections along the X, Y, and Z axes (that's left/right, up/down, and high/low). Diagonal connections are not taken into account yet. [[Stairs]] and [[support|supports]] will hold up the terrain. Some [[bridge]]s will not hold up the terrain. |
== Results of a cave-in == | == Results of a cave-in == | ||
* Any [[creature]] caught under the falling material is crushed and killed. | * Any [[creature]] caught under the falling material is crushed and killed. | ||
− | * Any item caught under falling natural | + | * Any item caught under falling <s>natural</s>terrain is <s>encased in [[stone]] and must be dug out</s> destroyed completely.{{verify}} |
− | * | + | * Obviously, anything standing -on- the area that caves in falls and may be wounded. The fall victim has a chance of being unable to walk away, somewhat proportional to the distance fallen but not set in stone. |
− | * A large amount of dust is generated | + | * A large amount of dust is generated; Any creature caught by the dust from the collapse is knocked [[unconscious]], and may recieve [[Wounds|injuries]] |
− | * All [[building]]s and | + | * All [[building]]s and [[construction]]s under and above the falling area are destroyed |
− | * Natural terrain will remain intact during the cave-in; the only effect is they are revealed. | + | * Natural terrain will remain intact during the cave-in; the only effect is they are revealed. Constructions will deconstruct when they collide with solid terrain. |
− | + | * Any terrain crashes through multiple [[floor]]s, and stops only upon reaching solid ground, where natural terrain piles up and constructions deconstruct. | |
− | * Any terrain crashes through multiple [[floor]]s, and stops only upon reaching solid ground | ||
* Mined stairs and [[ramp]]s will settle like unmined rock; Stairs down that fall onto previously empty [[floor]]s will reveal the level below. If there's rock or floor above them, it'll cover the stairs. | * Mined stairs and [[ramp]]s will settle like unmined rock; Stairs down that fall onto previously empty [[floor]]s will reveal the level below. If there's rock or floor above them, it'll cover the stairs. | ||
− | * Anything falling into a | + | * Anything falling into a flow (like [[water]]) sinks to the bottom. Therefore, it is not a good idea to punch a skylight into your meeting area if you forgot that e.g. your [[gem]] pile was directly below and you had a [[magma]] tube three Z levels afterward... you get the idea. |
− | * | + | * If your [[dwarves]], [[animals]], items, or even the seven simultaneous [[goblin]] [[siege]]s at your [[door]] are unfortunate enough to be caught in a cave-in flow (which, by the way, travels up Z levels quite often) they will be pushed around and likely sucked into a lower level. |
+ | :* This can be used to an advantage (i.e. drop a [[wood]]en floor such that the cave-in flow will push the invaders into your magma [[moat]]). | ||
== Avoiding cave-ins == | == Avoiding cave-ins == | ||
Line 28: | Line 25: | ||
Do not make unconnected sections of rock. | Do not make unconnected sections of rock. | ||
− | Actually, you're quite unlikely to cause cave-ins unless you are actively trying to cause them. In which case, you'd be wondering how to avoid cave-ins that ''cause damage'' to your folks. That's simple: Add a | + | Actually, you're quite unlikely to cause cave-ins unless you are actively trying to cause them. In which case, you'd be wondering how to avoid cave-ins that ''cause damage'' to your folks. That's simple: Add a support under the stone mass, and link it to a distant [[lever]]. When you're done, hide everyone, pull the lever and watch the fireworks. |
One of the more common accidental cave-ins results when you're taking out the floor in a checker-pattern (dwarves [[channel]]ing may sometimes tend to make this mistake) and the area below isn't supported, resulting in a situation like the diagram below: | One of the more common accidental cave-ins results when you're taking out the floor in a checker-pattern (dwarves [[channel]]ing may sometimes tend to make this mistake) and the area below isn't supported, resulting in a situation like the diagram below: | ||
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Floor -1 | Floor -1 | ||
▒▒▒▒▒▒ | ▒▒▒▒▒▒ | ||
Line 48: | Line 44: | ||
▒....▒ | ▒....▒ | ||
▒▒▒▒▒▒ | ▒▒▒▒▒▒ | ||
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Another thing to watch out for is if you want to dig away a hill above ground, to make room for your fancy overground fort. You may dig away the hill on one level, and then have a huge platform of "floor" on the z-level above that falls on your [[miner]] if they get disconnected from the ground. Easy thing to miss the first time you do it. | Another thing to watch out for is if you want to dig away a hill above ground, to make room for your fancy overground fort. You may dig away the hill on one level, and then have a huge platform of "floor" on the z-level above that falls on your [[miner]] if they get disconnected from the ground. Easy thing to miss the first time you do it. | ||
− | The solution here is to dig ramps instead, since these take away both the [[soil]] on the level you are digging on and the floor on the level above. This is not foolproof, however, as [[tree]]s will prevent the floor it's on from being removed, resulting a free-hanging floor when you carve the ramp around it. In addition, ramps do not provide support for other tiles on the higher z-level; depending upon the order they are constructed, cave-ins may still occur. | + | The solution here is to dig ramps instead, since these take away both the [[soil]] on the level you are digging on and the floor on the level above. This is not foolproof, however, as [[tree]]s will prevent the floor it's on from being removed, resulting a free-hanging floor when you carve the ramp around it. In addition, ramps do not provide support for other tiles on the higher z-level; depending upon the order they are constructed, cave-ins may still occur. |
== Using cave-ins == | == Using cave-ins == | ||
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− | + | Intentional cave-ins serve three purposes: | |
− | + | * Dams. Caving in a section of natural rock above a [[river]] or [[underground river]] can provide a way to dam the river. Similarly, causing a cave-in is probably the easiest way to be able to dig beneath an [[aquifer]] you can't dig around. This only works with natural rock; [[constructions]] will revert to their components, and not block the river at all. | |
+ | * Death. Since a cave-in kills most [[creatures]] instantly, it can provide a convenient or amusing way to off a group of creatures. | ||
+ | * Clearing space. If you wish to clear a large room over many z-levels, you could channels each level individually, but that runs into the problem of dwarves stranding themselves while channeling. Instead, you could mine out each level, leaving only one support, channeling only the edges of the room you wish to collapse, and then cause a cave-in afterwards -- the floors of each level will be destroyed by the cave-in. | ||
{{Mining FAQ}} | {{Mining FAQ}} | ||
− | + | [[Category:Rooms]] | |
− | + | [[Category:Guides]] | |
+ | [[Category:Physics]] |