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Author Topic: 33f wall bug  (Read 998 times)

Tamren

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Re: 33f wall bug
« Reply #15 on: December 16, 2007, 07:06:00 pm »

Its odd but dont hurry fixing it. In terms of affecting gameplay the only thing that changes is you can grow surface crops one level underground.
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Ixen-bay

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Re: 33f wall bug
« Reply #16 on: December 16, 2007, 07:19:00 pm »

well, it can screw up your underground crop plots if you're not careful.
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PosiBolt

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Re: 33f wall bug
« Reply #17 on: December 17, 2007, 11:30:00 am »

I've noticed this issue as well in my fort in 33f as well. For the most part, the lighting issue seems to be resolved, but I have a completely underground fort with only a small covered building and trade depot above ground. The walls of the covered building are showing as light/above ground directly underneath it for any tile that isn't also a wall. So the hallway underneath the small building has an outline of the building that is still considered light and above ground. Floor tiles are fine, but i've noticed that constructed stairs above ground also create the same below ground light tile as walls. Walls directly below will cancel the effect, but floors and doors are still affected.

Basically, any above ground constructed item will create a below ground patch of light on any open floor space or door. Fortunately, this only carries over to the floor directly below now.

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Deathworks

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Re: 33f wall bug
« Reply #18 on: February 24, 2008, 03:38:00 am »

Hi!

I think I have come across a part of this bug in 38a as well:

In order to have my military near one of the possible assault routes, I built a hut to house the barracks:

First, I built walls around an area of about 5x6 tiles, I think. A complete set of walls, only breached by a door to the north and to the south. No windows, fortifications or other things, just walls and doors.
Then I had the floor there engraved and ordered floors to be built above that area (the engraving was ordered parallely, but finished much sooner, of course).
As the roof was being built, I started moving beds into the room.
When there was just a single floor tile missing in the middle of the "roof", I made one of the beds a room and then turned it into barracks filling the entire available room except for the one tile in the middle.
After the "roof" was finished, I resized the room.
Now, the room is "above ground" - okay, "inside" - okay, "light" - ??????? Shouldn't the room be "dark"?

While I am mentioning that project, was it necessary for me to build floors on the walls as well, or could I have just left them the way they were? After all, dwarves seemed to be able to walk on top of the walls, and if I hadn't put the floors on them, I could have put some nice fortifications there.

Deathworks

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ein Syndication

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Re: 33f wall bug
« Reply #19 on: February 24, 2008, 09:30:00 am »

Strange for you to bump a two and a half month old thread, but yes, enclosed outside areas are always light. If you didn't floor above those walls, you would not have been able to place the beds, since only the tiles right under floors are considered inside. You can, however, remove one section of floor and use stairs or a ramp to get up to that second level without breaking the beds.

It'd be pretty cool if you could make a room go between dark and light while they're outside using windows or fortifications or something, but alas, that kind of functionality isn't here. It's that kind of thing that caused this thread to originally be made, I think.

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Deathworks

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Re: 33f wall bug
« Reply #20 on: February 24, 2008, 10:33:00 am »

Hi!

Okay, thanks for the information.

Although, I think you kind of misunderstood my question about the walls - I was wondering about the tiles directly above the walls, not the beds.

As for bumping the thread, I found it via a report link in the bugs list.

Deathworks

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ein Syndication

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Re: 33f wall bug
« Reply #21 on: February 24, 2008, 10:47:00 am »

Oh, yes, I did misunderstand. No, you don't need floors on top of the wall-created floors. Serves no purpose except in case you remove the wall below, so yeah, you can replace them with fortifications with no problems.
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