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Author Topic: The primary cause of channelling deaths is walking down into a tile just dug  (Read 4010 times)

ptb_ptb

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It looks to me as if the primary cause of channelling deaths is walking down into a tile that has just been dug out (immediately before it floods with water or lava). Is that accurate? And can we get rid of this suicidal behaviour?
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Codyo

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This is only a problem if you try to channel an area with a width greater than one tile.

If you want to channel an entire room, you have to do one row of channeling at a time. Or else you'll get a mess of inaccessible areas and dwarves stepping on the wrong spots.

X = wall    _ = designated channel

 . = open space

for a 3x3 area
first channel one row
XXXXX
X_    X
X_    X
X_    X
XXXXX 

then channel the row beside it
 XXXXX
X . _  X
X . _  X
X . _  X
 XXXXX
« Last Edit: December 01, 2014, 02:29:32 pm by Codyo »
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ptb_ptb

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This is only a problem if you try to channel an area with a width greater than one tile.
Channelling one row at a time still leads to massive fatalities if you have more than one dwarf working.
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smjjames

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This is only a problem if you try to channel an area with a width greater than one tile.
Channelling one row at a time still leads to massive fatalities if you have more than one dwarf working.

Yeah since they'll stand on each others channel designation worktile.
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Ives

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Channel half a row, alternating designation every other tile. It's a bit tedious, but no cave-ins and no falling miners.
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ptb_ptb

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Channel half a row, alternating designation every other tile. It's a bit tedious, but no cave-ins and no falling miners.

I've tried that before and still got drowned miners.



See miner 'a', having finished early, walks over the designated tile for miner 'b'. My theory was that some of the time he steps onto the newly channelled tile just after it has been dug and is hit by the water flooding in.
« Last Edit: December 01, 2014, 04:02:43 pm by ptb_ptb »
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Ives

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Dang. Throw in traffic restrictions into the mix as well?
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ptb_ptb

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Dang. Throw in traffic restrictions into the mix as well?

Bumped it up to 'restricted' (25 cost). Doesn't seem to make much, if any, difference.



They still walk along the edge.



There goes another one into the drink.

Don't worry. He won't be lonely down there.

« Last Edit: December 01, 2014, 04:12:48 pm by ptb_ptb »
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Ives

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Well, on the bright side once you're down to just one miner, you'll get that moat finished in no time!
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smeeprocket

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omg are you killing our founders?!

I knew no good could come of aquifers.
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Ives

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I knew no good could come of aquifers.

Only water, Fun!, and inspiration for the village engraver.
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utunnels

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Code: [Select]
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I know it looks really silly, but I usually manually guide their dig like this.

It is even harder when you are removing built floors instead of channeling natural floor, became building materials sometimes fall and kill those who happen to be walking below them.
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ptb_ptb

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omg are you killing our founders?!

Haha, no. I started a new test world just for those pictures.
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Footkerchief

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ptb_ptb

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A related (identical?) report is on the bug tracker.

I think that's technically a different bug. That one is about miners channelling the tile they are standing on. As such it can (and reportedly did) occur when only one miner is channelling. This thread is about miners channelling the tile other miners (are/will be) standing on. As such it occurs only when more than one miner is active at the same time.

I'm pretty sure that the first one no longer occurs.
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