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Author Topic: [OSX 40d11] Digging ramps beneath stockpiles leaves the stockpiles untouched  (Read 1251 times)

Derakon

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I did a quick search for this and didn't find anything. I'm digging a large open pit by the ramp method. The floor on Z-level 0 had several stockpiles on it. I designated all the spaces below the stockpiles on Z-level -1 to be dug as up ramps. My dwarves happily dug the up ramps...but no connecting down-ramp on the upper level was created. In fact, the stockpiles still have floors beneath them. My expectation was that the stockpile would be "destroyed" by the ramps and the items in the stockpile would drop to a lower Z-level.

I suppose this is intentional behavior, but it still seems weird to me.
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eerr

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It's magic!
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Toady One

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Yeah, it thinks of stockpiles as buildings, and you can't turn their floors into open spaces.  I suppose this might need to be handled at some point as a special case.
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CobaltKobold

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Neither whole, nor broken. Interpreting this post is left as an exercise for the reader.
OCEANCLIFF seeding, high z-var(40d)
Tilesets

CobaltKobold

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Found a related bug- constructing a floor, then a ramp under it (only in this order- other works fine), and removing the floor, generates an Open Space over the ramp rather than a Downslope.
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Neither whole, nor broken. Interpreting this post is left as an exercise for the reader.
OCEANCLIFF seeding, high z-var(40d)
Tilesets

Quietust

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Ah, yes, the infamous one-way ramp. ;D
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It's amazing how dwarves can make a stack of bones completely waterproof and magmaproof.
It's amazing how they can make an entire floodgate out of the bones of 2 cats.

CobaltKobold

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Oh, is that what they're talking about? I thought they were saying that if you didn't have a wall next to a ramp, you couldn't go up it, but you could go down. Which would fit with if pathfinding works just like non-alt-moving...
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Neither whole, nor broken. Interpreting this post is left as an exercise for the reader.
OCEANCLIFF seeding, high z-var(40d)
Tilesets