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Author Topic: The primary cause of channelling deaths is walking down into a tile just dug  (Read 4009 times)

smjjames

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OR you guys could just dig a dry one first, and then when that is done, channel the part separating the water or magma from the channel.

You could still get deaths from that due to stupid pathing though.
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Authority2

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OR you guys could just dig a dry one first, and then when that is done, channel the part separating the water or magma from the channel.

You could still get deaths from that due to stupid pathing though.
This.
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taptap

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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.

I get cancellations (and no accidents) when that happens (standing on channel designation that is empty below). I never had any problem other than cave-ins while channeling and cave-ins can be avoided, though I build dry and only add fluid later (and build drainage for maintenance access to about everything).

ptb_ptb

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OR you guys could just dig a dry one first
Pretty difficult when we're channelling into an aquifer.
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GavJ

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The fix would be really easy in terms of coding an algorithm. All you have to do is:
1) Make any currently-jobbed tile (ones that somebody is working on or routing to at the moment) act like a wall for pathing. I.e. even more extreme than full traffic restriction -- traffic is just "only go there if you have to." walls are "don't go there PERIOD, even if it's the only path to do what you want to do."
2) Dwarves only take jobs for tiles that don't have anybody standing on them currently.

This should eliminate the problem in 2 easy, generic rules (also fixes wall problems). It should be completely impossible under the above rules for a dwarf to be standing on a tile when it is dug or deconstructed. Because it won't get jobbed if there's one there already, and once it is jobbed, it stops any new people standing there.

Unless something bizarre happens like they fall into the tile from a hole in the ceiling above, or something. In which case I think it's acceptable gameplay that they stand a risk of being dug under anyway, because that would be funny, and it wouldn't routinely happen to get annoying.

Note that the above rules don't stop dwarves from getting stranded, that requires more complicated algorithms.
« Last Edit: December 03, 2014, 03:23:24 pm by GavJ »
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draeath

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Hmm, can you (mis)use restricted traffic zones to encourage them to path somewhere other than the area being channeled? I know this trick doesn't really help when building stuff, but digging may work differently.
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smjjames

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OR you guys could just dig a dry one first
Pretty difficult when we're channelling into an aquifer.

Good point.
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ptb_ptb

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Dwarves will deconstruct tiles from under (themselves/other dwarves)
« Reply #22 on: December 27, 2014, 12:06:07 pm »

I've just had two dwarves fall into a river because the tile they were standing on was deconstructed. Either by themselves, or by the dwarf standing next to them.
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Naryar

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I am currently trying to flatten a volcano tile.

Channeling several z-levels in a row with different priority levels (first goes to highest, obviously enough) resulted in two cave-ins and slightly wounded miners, nothing annoying but considering some of these happened one tile from the volcano mouth I am just playing with fire, literally.

"Channeling" via up-ramps ended up in two dwarves going for a swim in the volcano, so nope.

Channeling a single z-level at once seems to work fine. Even though stones tend to accumulate and fall and i don't want any miner to die due to head injuries.
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