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Author Topic: preventing cave adaptation  (Read 11377 times)

smeeprocket

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preventing cave adaptation
« on: November 17, 2014, 03:40:14 pm »

my dwarves are getting cave adapted again despite the well being outside (though I want to change that anyway.)

Is there a quick way to prevent this? Keep in mind I went through an aquifer to get to the level my dwarves work and live in.
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Dirst

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Re: preventing cave adaptation
« Reply #1 on: November 17, 2014, 03:53:07 pm »

An aquifer you say?  Perfect!  Once a Dwarf drowns, his or her cave adaptation counter will never move again :)

As for something actually useful, be sure the area they frequent is "outdoors" and "above ground."  Basically that means someplace with no roof.
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Miuramir

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Re: preventing cave adaptation
« Reply #2 on: November 17, 2014, 04:11:02 pm »

my dwarves are getting cave adapted again despite the well being outside (though I want to change that anyway.)

Is there a quick way to prevent this? Keep in mind I went through an aquifer to get to the level my dwarves work and live in.

See the wiki on cave adaptation and tile attributes for the numbers and picky details; the short version is that if you want to avoid your dwarves becoming cave adapted, if they spend X time "Outside Light Above Ground" (actual outside), Y time "Inside Light Above Ground" (under a roof), and Z time "Inside Dark Subterranean" (caves, tunnels), they need to spend at least 1/10 as many ticks in X as they do in Z, or the counter will build up (Y doesn't affect the counter either way). 

You can go about this two ways: increase X (outside time), or decrease Z (tunnel time).  Well, or give up on the unfiltered outside; staying completely underground or roofing the map are viable alternatives. 

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smeeprocket

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Re: preventing cave adaptation
« Reply #3 on: November 17, 2014, 04:14:13 pm »

I am not opposed to roofing the map. I already laid waste to big chunks of the forest because wagons couldn't reach my depot.

I guess I could roof off the well and fishing spots. The hunters will already not stay cave adapted.

I keep getting migrants to the point where I can't give everyone an individual bed.  Which is making them upset.
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Dyret

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Re: preventing cave adaptation
« Reply #4 on: November 17, 2014, 04:14:58 pm »

Is cave adaptation worse now than it used to be? In my current game my entire military except for a couple got listed as 'dizzy' in additon to the regular nausea when I sent them to clear out a goblin siege. Utterly crippling.
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Tacomagic

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Re: preventing cave adaptation
« Reply #5 on: November 17, 2014, 04:18:38 pm »

Is cave adaptation worse now than it used to be? In my current game my entire military except for a couple got listed as 'dizzy' in additon to the regular nausea when I sent them to clear out a goblin siege. Utterly crippling.

It's worse than it was in 34.11, in that it actually does something now.  I can't remember when it was broken, but in 34.11 all cave adaption did was give a minor bad thought.  Now it functions like in 40d.
« Last Edit: November 17, 2014, 04:22:24 pm by Tacomagic »
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smeeprocket

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Re: preventing cave adaptation
« Reply #6 on: November 17, 2014, 04:19:55 pm »

yea it's bad, last fort I was getting green x's and vomit all over the place. Teal x's were welcome change later on.

I mean, the well is outside. Maybe if I make more soap they'll want to bathe and go out there more.
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The Bard

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Re: preventing cave adaptation
« Reply #7 on: November 17, 2014, 05:40:00 pm »

I built a big, open-air deck with a zoo on it deep inside me keep. It's not part of the emergency burrow, so I can clear it if fliers attack and it's well protected from climbers by a double wall sandwiching way too many serrated glass discs.
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wierd

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Re: preventing cave adaptation
« Reply #8 on: November 17, 2014, 05:52:29 pm »

Cave adaptation is EASY to fix.

You know that legendary dining hall you have? Here's a simple 2-step process to make it into a theraputic relaxation center that can reverse and prevent further cases of cave adaptation sickness:

Step 1:
Channel out the ceiling overhead, and let the sun shine in!

Step 2:
Build a stone block floor where you channeled out the ceiling, to keep the filthy invaders out!

After that, your dwarves will spend enough time in "sunlight" that they stop being cave adapted, and stop developing the condition to begin with. It just takes a little civic planning.

That's how we did it in the .40d days anyway. These days you can get more than enough stone blocks to build a suitable ceiling.
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Mokkun

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Re: preventing cave adaptation
« Reply #9 on: November 17, 2014, 05:53:20 pm »

What I have in my fort for some reason seem to work even if it makes no sense, I changed my central stairway over to featherwood to reduce falldamage, by digging out 1 of the 3 stairs all way down, and building the replacement, that seems to have made the stair row permanently above ground and light, whit all travel in it, they seem to avoid cave adaption. note, all 3 of my stairs in central stairway is now featherwood, and light inside above ground.
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Dyret

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Re: preventing cave adaptation
« Reply #10 on: November 17, 2014, 06:00:44 pm »

Is cave adaptation worse now than it used to be? In my current game my entire military except for a couple got listed as 'dizzy' in additon to the regular nausea when I sent them to clear out a goblin siege. Utterly crippling.

It's worse than it was in 34.11, in that it actually does something now.  I can't remember when it was broken, but in 34.11 all cave adaption did was give a minor bad thought.  Now it functions like in 40d.

Ah, that makes sense. Time to channel the barracks ceiling, then.
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Tacomagic

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Re: preventing cave adaptation
« Reply #11 on: November 17, 2014, 07:06:10 pm »

Cave adaptation is EASY to fix.

You know that legendary dining hall you have? Here's a simple 2-step process to make it into a theraputic relaxation center that can reverse and prevent further cases of cave adaptation sickness:

Step 1:
Channel out the ceiling overhead, and let the sun shine in!

Step 2:
Build a stone block floor where you channeled out the ceiling, to keep the filthy invaders out!

After that, your dwarves will spend enough time in "sunlight" that they stop being cave adapted, and stop developing the condition to begin with. It just takes a little civic planning.

That's how we did it in the .40d days anyway. These days you can get more than enough stone blocks to build a suitable ceiling.

These days it actually requires that the tile be outside to be an effective solution.  Inside tiles, like what you just described, simply keep cave adaptation at the same level, but does not improve the condition.  Though having all the social areas lit will go a long way toward delaying the onset.
« Last Edit: November 17, 2014, 07:11:04 pm by Tacomagic »
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utunnels

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Re: preventing cave adaptation
« Reply #12 on: November 17, 2014, 08:00:11 pm »

This is nasty. I have an above ground zoo for them to visit, but they keep puking.

Urist: *vomit*I admire this *vomit* lovely *vomit* animal.

I guess I need to move the dining room as well but that means longer distance between the dining area and the workshop/bedroom area.

My soldiers do better because I build their barracks on the roof, but still several of them like to throw parties in the dining room so they still get cave adapted.
« Last Edit: November 17, 2014, 08:01:42 pm by utunnels »
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eliana

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Re: preventing cave adaptation
« Reply #13 on: November 17, 2014, 08:04:46 pm »

I have a central courtyard with a shaft up through the mountain so it's above aground and lit. I set it to a statue garden so the dwarves will stay there.

Unfortunately I think it leaves me exposed to flyers... like gobbos on giant bats... but oh well, it's cool anyway.
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Quietust

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Re: preventing cave adaptation
« Reply #14 on: November 17, 2014, 08:35:17 pm »

I can't remember when it was broken, but in 34.11 all cave adaption did was give a minor bad thought.  Now it functions like in 40d.
Cave adaptation "broke" in version 0.31.01 (the first release after 40d), only causing Fatigue (which could potentially cause overexertion) and an unhappy thought; version 0.40.13 fixed it to be nearly identical to 40d, causing Pain, Dizziness (whereas 40d made them Stunned), and Nausea.
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