Bay 12 Games Forum

Please login or register.

Login with username, password and session length
Advanced search  
Pages: 1 [2]

Author Topic: Miners Digging too deep  (Read 2190 times)

RedWarrior0

  • Bay Watcher
  • she/her
    • View Profile
Re: Miners Digging too deep
« Reply #15 on: December 22, 2009, 11:11:48 am »

I actually recall reading a thread with a third person using that avatar from a while back. Heh.
A_Fey_Dwarf?

And yeah, the ramps are screwy. Use up/down stairs. They work better.
Logged

Xehon

  • Bay Watcher
    • View Profile
Re: Miners Digging too deep
« Reply #16 on: December 22, 2009, 12:02:41 pm »

Never use ramps unless you are making a caravan pathway.  Ramps are buggy and seem to dissapear for odd reasons, and things other then merchants don't path through them properly. 

Strange, I almost always use ramps, but maybe I'm just weird. Ramps, however, don't just disappear, they're destroyed when no wall is next to them to support them. Personally I think that for traveling one z-level ramps are faster than stairs since you move father with fewer steps, try it in adv. mode to see what I'm getting at.
Logged

gtmattz

  • Bay Watcher
  • [PREFSTRING:BEARD]
    • View Profile
Re: Miners Digging too deep
« Reply #17 on: December 22, 2009, 01:55:13 pm »

Never use ramps unless you are making a caravan pathway.  Ramps are buggy and seem to dissapear for odd reasons, and things other then merchants don't path through them properly. 

Once I throughly read the wiki article on ramps and messed around with them in a test map so that I understood them I have never had any trouble with ramps.  They don't just 'dissapear' unless you are doing something wrong, and once I understood how to use them I have yet to have any pathing problems.  I regularly use ramps to get caravans to the bottom level of my forts (I have a thing with building from the bottom up for some reason) and have no problem anymore.  Just read the wiki to understand the details and you will be fine.
Logged
Quote from: Hyndis
Just try it! Its not like you die IRL if Urist McMiner falls into magma.

Derakon

  • Bay Watcher
    • View Profile
Re: Miners Digging too deep
« Reply #18 on: December 22, 2009, 02:09:59 pm »

Guys, please use the [ code ] tag when drawing layouts. It'll force your font to be fixed-width, which makes reading it much easier.

Anyway, yes, you can do a caravan entrance like this:
Code: [Select]
Level 0:    Level -1:
#########   ######   #: Wall
...#v...#   ....^#   v: Down ramp
...#v...#   ....^#   ^: Up ramp
...#v...#   ....^#   .: Floor
........#   ######
........#
........#
#########
Logged
Jetblade - an open-source Metroid/Castlevania game with procedurally-generated levels

petersohn

  • Bay Watcher
    • View Profile
Re: Miners Digging too deep
« Reply #19 on: December 22, 2009, 02:14:38 pm »

I never had too much problem with ramps, though using them requires more planning than stairs. I mostly use ramps for exploratory mining.

Edit: @Derakon: You don't need the walls next to the ramps on level 0. You only need supporting walls on the level where the (up) ramps are.
« Last Edit: December 22, 2009, 02:16:41 pm by petersohn »
Logged

Tcei

  • Bay Watcher
  • Fear me! I am Bekat the Adorable Skull!
    • View Profile
Re: Miners Digging too deep
« Reply #20 on: December 22, 2009, 05:29:40 pm »

I've never really had issues with dwarves or anything else for that matter, save for getting the little blighters to dig them out. sometimes they just dont want to "see" that the ramps need to be dug. I've found the best way to view ramps is that the dwarves dug a big hole in the ground then set down a big slab or plank to get down.  :)
Logged
....They just refuse to stay down unless butchered, in which case their skins will haunt you until you subdue and tan them. Never has legendary butcher and legendary tanner seemed so valueable as in this release.

Mongo

  • Bay Watcher
    • View Profile
Re: Miners Digging too deep
« Reply #21 on: December 22, 2009, 05:51:35 pm »

Thanks for the help everyone!
Logged
I'm paraphrasing you heathens!

Darkond2100

  • Bay Watcher
  • Intrepid Groundhog
    • View Profile
Re: Miners Digging too deep
« Reply #22 on: January 19, 2010, 09:22:24 am »

I found this with search. My ramps are always screwey. The wiki doesn't help me at all.
Logged
your hoard, your dwarves, and your fortress.
I prefer Hoard, Horde, and Hovel...

UberNube

  • Bay Watcher
    • View Profile
Re: Miners Digging too deep
« Reply #23 on: January 19, 2010, 10:12:03 am »

There is one bug which I noticed with ramps. If you construct a ramp in a space occupied by another object such as a wood log, sometimes (at least once) the ramp will be innaccessible from the floor above and will prevent wagon access.
Logged
This guy gets it, the problem with the child torture dungeon is that they weren't set on fire first.

Overspeculated

  • Bay Watcher
  • euklid on pth
    • View Profile
Re: Miners Digging too deep
« Reply #24 on: January 19, 2010, 10:15:10 am »

To simplify:

A ramp allows a dwarf to "travel up a wall". So it needs to be next to the wall the dwarf wants to travel up, and the space above the ramp and above the wall must be free.

Take a look at this.

______
WWWW\__

This is a side view. W is a wall, _ means there is a floor there.
The dwarf can use the ramp to go up the wall and onto the floor.

_____
_____\_____

This won't work, there is no wall for the dwarf to go up!

___W
WWW\__

This won't work, there is no space for the dwarf to "land" on!

______
WW\__

This won't work, the dwarf can't pierce the floor!

Hope those visualisations helped.
« Last Edit: January 19, 2010, 10:17:26 am by Overspeculated »
Logged

Stargrasper

  • Bay Watcher
    • View Profile
Re: Miners Digging too deep
« Reply #25 on: January 19, 2010, 01:46:31 pm »

______
WW\__

This won't work, the dwarf can't pierce the floor!

Technically, I believe this one will work... provided you only want to go up and not back down again.  From the looks of things, this is the basis for the "one-way road using ramps" bug/exploit.  Probably best not to think about it if you're already having trouble, though.
Logged

Overspeculated

  • Bay Watcher
  • euklid on pth
    • View Profile
Re: Miners Digging too deep
« Reply #26 on: January 19, 2010, 02:50:50 pm »

Technically, I believe this one will work... provided you only want to go up and not back down again.  From the looks of things, this is the basis for the "one-way road using ramps" bug/exploit.  Probably best not to think about it if you're already having trouble, though.
The one way exploit is if you build[/b] it that way and then remove the floor. That way the "down" ramp section will not exist, but an open space will. A dwarf travelling up a ramp must have an "open space" above the ramp (if you look at the down ramp part, you will see an "open space").
Logged

o_O[WTFace]

  • Bay Watcher
    • View Profile
Re: Miners Digging too deep
« Reply #27 on: January 20, 2010, 08:15:03 pm »

Strange, I almost always use ramps, but maybe I'm just weird. Ramps, however, don't just disappear, they're destroyed when no wall is next to them to support them. Personally I think that for traveling one z-level ramps are faster than stairs since you move father with fewer steps, try it in adv. mode to see what I'm getting at.

So I looked at the ramp wiki article.  It lists 3 things required for a ramp to work and mine met 0 of those conditions, so no wonder they were so sketchy.  In any case I found an exploit (probly already well known...), improperly built ramps only allow caravans and bolts to go through.   
Logged
...likes Dwarf Fortresses for their terrifying features...
Pages: 1 [2]