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Author Topic: [40d] Traps don't seem to be affected by cavein code  (Read 443 times)

kefkakrazy

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[40d] Traps don't seem to be affected by cavein code
« on: November 03, 2009, 12:53:24 am »



It appears that removing constructed objects underneath a trap does not cause the trap to cave-in or deconstruct.

Caveins are on in this map.

The map shown in the pic is done with a mod version, but it reproduces in vanilla.
« Last Edit: November 03, 2009, 02:13:33 am by kefkakrazy »
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Footkerchief

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Re: [40d] Traps don't seem to be affected by cavein code
« Reply #1 on: November 03, 2009, 02:08:18 am »

Sounds like another aspect of this one:

# 000398 □ [dwarf mode][buildings]  animal traps/grates/archery targets/etc. remain floating in the air if you build them off a bridge and remove the bridge (or dig out the ground or remove constructions)
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