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Author Topic: ramps broken?  (Read 1103 times)

Shades

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ramps broken?
« on: July 26, 2008, 07:10:54 am »

I was building ramps down into my fortress like I have many times before, Just designating three ramps on each level, one square across from the level above, and yet only the top level of ramps where mined.

They used to mine all the way down when I did that. I figured at first maybe they need access to above the square to do it now and so mine the three above the never level of ramp but that made no difference.
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Draco18s

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Re: ramps broken?
« Reply #1 on: July 26, 2008, 12:41:29 pm »

Ramps on top of ramps don't work.
Is this what you have?

####
 V##
 V##
####

####
#^V#
#^V#
####


If so I don't know what might be going wrong.
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Torak

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Re: ramps broken?
« Reply #2 on: July 26, 2008, 01:40:29 pm »

They don't mine the second layer of ramps unless I re-designate them.
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Draco18s

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Re: ramps broken?
« Reply #3 on: July 26, 2008, 02:05:42 pm »

Oh, people are having similar problems with stairs.  It has to do with the way Toady optimized the pathing to mining areas.  It's a little broken.
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Toady One

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Re: ramps broken?
« Reply #4 on: July 26, 2008, 06:50:32 pm »

What version is this?  I no longer have problems with the delays in 39e, and most people seem to have no problems now, from the other thread.
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Shades

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Re: ramps broken?
« Reply #5 on: July 27, 2008, 08:16:41 am »

What version is this?  I no longer have problems with the delays in 39e, and most people seem to have no problems now, from the other thread.

39e, I wasn't getting delays just they won't dig ramps after the first level. The layout I was using was

Code: [Select]
^###
#^##
##^#
###^

With each line being a new level down. After that failed I tried designating the rock directly above the ramps too which they mine but then still refused to mine the ramps.
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Deon

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Re: ramps broken?
« Reply #6 on: July 27, 2008, 10:18:28 am »

I'm pretty sure they need an empty space above a ramp.
Code: [Select]
^ ##
#^ #
##^
###^
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Shades

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Re: ramps broken?
« Reply #7 on: July 27, 2008, 11:28:20 am »

I'm pretty sure they need an empty space above a ramp.

Thats what I meant with the 'After that failed I tried designating the rock directly above the ramps too' sorry I wasn't clear I meant designate to be mined :)

But regardless it used to work without having to do that (and still doesn't if you do right now)
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[Dwarf Fortress] plays like a dizzyingly complex hybrid of Dungeon Keeper and The Sims, if all your little people were manic-depressive alcoholics. - tv tropes
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Skanky

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Re: ramps broken?
« Reply #8 on: July 27, 2008, 06:31:31 pm »

I have found this happening too in 39e.

I will designate a row of ramps, some walls mined out next to them and then another row of ramps on the z-level below. They won't dig the ramps on the z-level below without them being re-designated. Same thing when using up/down stairs when the first set of stairs to access them needed to be constructed.

On the other hand it may just be delayed - I redesignated them after the miners were idle for a second. I like my dwarves busy.
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NCarter

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Re: ramps broken?
« Reply #9 on: August 19, 2008, 06:12:02 pm »

Sorry to resurrect an old thread....

The layout I was using was

Code: [Select]
^###
#^##
##^#
###^

With each line being a new level down. After that failed I tried designating the rock directly above the ramps too which they mine but then still refused to mine the ramps.

I've been doing just this in both 39f and 40a, and I noticed that if I have this on the upper level (plan view):

Code: [Select]
#####
#^###
#^###
#^###
#####

...and I have this on the floor below:

Code: [Select]
#####
##^##
##^##
##^##
#####

...then I can encourage the miners to start digging the lower level by designating another nearby tile for digging, like this:

Code: [Select]
#####
##^##
##^##
##^ #
#####

Once the ramp tiles have started flashing, I can undesignate the additional tile straight away and digging continues as expected for that level.

Curiously, I can sometimes designate a tile that isn't directly adjacent to the ramp (or connected to anything at all) and it still works, and sometimes if only works if I choose a tile on the left of the ramp instead of the right or something similar.
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sweitx

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Re: ramps broken?
« Reply #10 on: August 19, 2008, 07:18:34 pm »

sometimes I just re-designate the stair/ramp and they worked.
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Another

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Re: ramps broken?
« Reply #11 on: August 20, 2008, 03:26:29 am »

Curiously, I can sometimes designate a tile that isn't directly adjacent to the ramp (or connected to anything at all) and it still works, and sometimes if only works if I choose a tile on the left of the ramp instead of the right or something similar.
I bet that all pathing to designated tiles is updated once something else in their 16x16 tile block is designated or mined out (or possibly also constructed, chopped down, unlocked, caved-in, ...). The way I think to update this is to recalculate pathing to designations once anything of the above happens 1 level directly above and 1 level directly below.

In .39f I just redesignated the ramps itselves and it always worked. Not gamestopping but a minor nuisance.

On the other hand - strings of multilevel up/down staircases never exhibited such behaviour. The code for them is most likely not so different from ramp designation code but always works correct for some reason. Is a downward (and probably but not guaranteed - upward) staircase a unique object in regard to pathing updates?
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