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Author Topic: Preventing Cave Adapation  (Read 1771 times)

TerminatorII

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Preventing Cave Adapation
« on: April 08, 2009, 04:29:14 pm »

So I want to prevent it. I have never tried this before, so here is what I think will work please let me know if it will/won't work. I am producing green glass blocks to build a floor over channeled out room(meeting area) to let in light.

Is there a better/easier way?
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Re: Preventing Cave Adapation
« Reply #1 on: April 08, 2009, 05:05:44 pm »

It won't prevent cave adaption, Cave adaption has to do with the inside/outside tag from what I know.
The only way to really fight cave adaption is to have a lot of outside areas, but this can also make some areas of the fortress inaccessible, unless you build access tunnels as well.

pokute

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Re: Preventing Cave Adapation
« Reply #2 on: April 08, 2009, 05:11:06 pm »

Above ground meeting area (zone)
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Mechanoid

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Re: Preventing Cave Adapation
« Reply #3 on: April 08, 2009, 06:01:34 pm »

Dig a hole through the ground into an area that contains statues.
Then designate the statues as meeting areas. Alternately, cut some hallway-spanning strips of earth out above your main hallway, or the hallway between the bedrooms and the food/booze stockpile.

As long as they pass through the area, it should slow or stop cave adaption.
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Puck

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Re: Preventing Cave Adapation
« Reply #4 on: April 09, 2009, 08:36:28 am »

I dont think there is any problem with flooring over the hole in the ground. No matter what material. Same as with farmplots. you can put a floor over that shaft, and outside crops will still grow there.

The only thing I have to add: make sure it's not an essential pathway/part of the fortress. Because... when you order your dwarves to stay inside, the fortress still has to function, which it wouldnt if... say... your dining room had natural light come in.

ThtblovesDF

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Re: Preventing Cave Adapation
« Reply #5 on: April 09, 2009, 11:17:41 am »

Do stairs allow light to pass through them?
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tzler

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Re: Preventing Cave Adapation
« Reply #6 on: April 09, 2009, 07:11:46 pm »

In the future the ability to create mirrors should be implemented, so that you can make a ridiculous array of them that effectively serves as a floodlight and bounces outside light to every corner of your interior.

Or, alternatively, do that thing where you focus all of the mirrors on a single spot to set things on fire. That would be badass.
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Ampersand

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Re: Preventing Cave Adapation
« Reply #7 on: April 09, 2009, 07:49:01 pm »

There is going to be, eventually, a method of keeping the fortress illuminated. Be it with torches or mirrors, it will occur. But I would think that cave-adaptation would be a good thing at that point. You won't have to worry about dwarves not being able to see in the dark.
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Morberis

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Re: Preventing Cave Adapation
« Reply #8 on: April 09, 2009, 07:56:56 pm »

As it is currently implemented once exposed to the outside that square will forever be light, or maybe it was outside. I think it was light anyway. So you can floor over the area again but the area you exposed will still act to prevent cave adaption.

And yes Ive conducted many tests.
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Puck

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Re: Preventing Cave Adapation
« Reply #9 on: April 10, 2009, 12:42:53 pm »

As it is currently implemented once exposed to the outside that square will forever be light, or maybe it was outside. I think it was light anyway. So you can floor over the area again but the area you exposed will still act to prevent cave adaption.

And yes Ive conducted many tests.
I'm quite sure it's "light", but for all purposes it works as outside, too.

As far as I understand it: if there ever was a clear line of sight directly straight up to the sky, that tile will forever be treated as

) outside when it comes to the "stay inside" order
) above ground when it comes to farming
) whatever prevents cave adaption when it comes to preventing cave adaption

No matter what you build there later. Only exception is probably created obsidian, but I didnt test that.

bubblewrap

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Re: Preventing Cave Adapation
« Reply #10 on: April 13, 2009, 11:06:50 pm »

if you really want to get rid of it, you can always go to the raw folder, go to objects, scroll down to "creature_standard" and the first thing you'll see is the data for dwarves. Find CAVE_ADAPT in there, and simply delete it. Done.
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RAM

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Re: Preventing Cave Adapation
« Reply #11 on: April 13, 2009, 11:13:03 pm »

Cave adaptation is not the enemy, cave adaptation is your friend, The enemy is the outside, the only acceptable solution is to pave over the sky, and suspend it with one rickety support. A sky that can't fall on you is an abomination that must be dismantled!
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Shaostoul

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Re: Preventing Cave Adapation
« Reply #12 on: April 13, 2009, 11:30:04 pm »

Instead of all these super tricky ideas... I say you go with the simplest idea possible. Build outside with no roofs. Don't be a wimp and build inside, makes it too easy!
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andrea

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Re: Preventing Cave Adapation
« Reply #13 on: April 14, 2009, 04:22:14 pm »

i built an aboveground fortress, and i had no problems. unless a dwarf decides to spend his time in the tombs or in the tsockpiles, i hsouldn't have this kind of problems

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Re: Preventing Cave Adapation
« Reply #14 on: April 15, 2009, 02:25:11 am »

Cave adaptation is not the enemy, cave adaptation is your friend, The enemy is the outside, the only acceptable solution is to pave over the sky, and suspend it with one rickety support. A sky that can't fall on you is an abomination that must be dismantled!

QFT Might I suggest a giant turtle to hold up the sky-pavement?
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