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Author Topic: Cave adaptation even though half my fort is "above ground"?  (Read 1447 times)

Paul

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Cave adaptation even though half my fort is "above ground"?
« on: August 05, 2008, 02:43:42 am »

I purposely built my fort to have all the bedrooms and the meeting room above ground (but under constructed walls/floors) to prevent cave adaptation, and for a while I thought it was working - I noticed no vomit inside, and didn't see any irritated by the sun/etc messages in thoughts.

Then I did some steel manufacturing and depleted my wood stockpile, so I sent out my woodcutter and haulers to collect wood. Immediately upon exiting my fort half of them start vomiting all over the place and the other half are "irritated."

Was this changed recently to only affect "outside" areas and not just above ground? My dwarves can run around their rooms and the dining area (which are all "above ground" and "inside" due to constructed floors) without any vomiting or problems, yet if they walk outside they get about 10 tiles before they start vomiting all over the grass.
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Pexxithan

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Re: Cave adaptation even though half my fort is "above ground"?
« Reply #1 on: August 05, 2008, 02:53:37 am »

As far as I can tell, "above ground" and "under ground" tags do mean anything for cave adaptation now. Instead it seems to rely on "inside" and "outside" tags.

I've noticed several of my dwarves in several forts gaining cave adaptation even when their living quarters (and job duties) are above ground in constructions.


Honestly right now I don't think there is a solid way to avoid cave adaptation with the exclusion of making an open-air fort.
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Paul

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Re: Cave adaptation even though half my fort is "above ground"?
« Reply #2 on: August 05, 2008, 03:00:17 am »

Too bad you can't build with glass floors and make them still 'outside.'

I guess my next big plan will be an open air dining room/meeting area to prevent cave adaptation. I wonder if going up there every time they need to eat, drink, or socialize will keep them from adapting...

I just have to make sure I'm on a map without giant skeletal eagles, haha.
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Tanelorn

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Re: Cave adaptation even though half my fort is "above ground"?
« Reply #3 on: August 05, 2008, 03:39:04 am »

If my memory serves me right, dinning areas and bedrooms cannot be built outside and need a ceiling, or you won't be able to create the room. I am not sure about zoos and statue gardens. I'l try and let you know.

By the way, does drinking golden salve count as exposure to the sun ?
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thepuska

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Re: Cave adaptation even though half my fort is "above ground"?
« Reply #4 on: August 05, 2008, 04:21:55 am »

You can first build the rooms and then remove the floors above them. I did that with my dining room, and it's working.
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sneakey pete

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Re: Cave adaptation even though half my fort is "above ground"?
« Reply #5 on: August 05, 2008, 04:26:17 am »

Its enough to just put a few skylights over the enterance to the booze stockpile. Everyone goes there, afterall.
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Dadamh

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Re: Cave adaptation even though half my fort is "above ground"?
« Reply #6 on: August 05, 2008, 05:59:18 am »

Its enough to just put a few skylights over the enterance to the booze stockpile. Everyone goes there, afterall.

Except that makes the booze count as stored 'outside' and makes it rot, I think.

Another possibility is to not care that your guys are cave adapted.  It doesn't make that much of a difference.
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CrazyEyes

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Re: Cave adaptation even though half my fort is "above ground"?
« Reply #7 on: August 05, 2008, 07:00:05 am »

Booze should keep for a while even outside so long as it's in a barrel in a stockpile.  Besides, dwarves consume alcohol so fast it would amaze me if I ever saw any go bad.
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Awayfarer

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Re: Cave adaptation even though half my fort is "above ground"?
« Reply #8 on: August 05, 2008, 07:31:22 am »

Its enough to just put a few skylights over the enterance to the booze stockpile. Everyone goes there, afterall.

Except that makes the booze count as stored 'outside' and makes it rot, I think.

Another possibility is to not care that your guys are cave adapted.  It doesn't make that much of a difference.

I think the suggestion was to just put the skylights above the entrance to the booze stockpile, not the stockpile itself. For example, setting a 2x3 strip of hallway in front of the booze and putting grates over it.
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"The ale barrel is over there. There is a dwarf in it."
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--They're: A contraction of the words "they are".
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LegacyCWAL

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Re: Cave adaptation even though half my fort is "above ground"?
« Reply #9 on: August 05, 2008, 10:49:55 am »

I think it's light, and not inside/outside that does it, so I'd suggest grates instead of floors.  When I covered an outside meeting area with grates in a previous fort, it seemed to drastically cut down on cave adaptation, keeping the vomit trails during post-battle cleanup to a minimum.  The meeting area itself (and the zoo and sculpture garden it contained) was a green swimming pool, but hey, it's better to have them puke while on break and get it burned out of them then than it is to have them spewing vomit all over the place during post-battlefield cleanup, right? ;D
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Falcondude

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Re: Cave adaptation even though half my fort is "above ground"?
« Reply #10 on: August 05, 2008, 11:01:53 am »

Its enough to just put a few skylights over the enterance to the booze stockpile. Everyone goes there, afterall.

Except that makes the booze count as stored 'outside' and makes it rot, I think.

Another possibility is to not care that your guys are cave adapted.  It doesn't make that much of a difference.

I think the suggestion was to just put the skylights above the entrance to the booze stockpile, not the stockpile itself. For example, setting a 2x3 strip of hallway in front of the booze and putting grates over it.
You might want to make a longer route around the skylight (maybe even set to low traffic or restricted) so that they can get to the booze during a siege, with dwarves set to "stay inside".
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LegacyCWAL

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Re: Cave adaptation even though half my fort is "above ground"?
« Reply #11 on: August 05, 2008, 11:30:36 am »

You might want to make a longer route around the skylight (maybe even set to low traffic or restricted) so that they can get to the booze during a siege, with dwarves set to "stay inside".
Or just a few locked doors.
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Pickerel

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Re: Cave adaptation even though half my fort is "above ground"?
« Reply #12 on: August 05, 2008, 02:09:08 pm »

I avoid cave adaptation by keeping all food and booze in an area seperate from the rest of the fort, and on the other side of a large courtyard open to the sun.  To eat or drink anything, they must go out into the sun.
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