Bay 12 Games Forum

Please login or register.

Login with username, password and session length
Advanced search  

Author Topic: avoiding cave adaption  (Read 665 times)

Rekov

  • Bay Watcher
  • Elf Aficionado
    • View Profile
avoiding cave adaption
« on: May 27, 2009, 10:42:29 am »

Hello.
Im relatively new at this, so here is my question: I saw a guide on the wiki that said to avoid cave adaption dig a shaft, and cover the shaft with floors to protect it from archers. I did this, but the squares now read as inside, light, above ground. Is this enough to prevent cave adaption? Is there any reason to put glass over the shaft if floor does the trick?
Logged

Tenebrais

  • Bay Watcher
    • View Profile
Re: avoiding cave adaption
« Reply #1 on: May 27, 2009, 10:46:00 am »

In terms of light, all constructions are transparent. So the only reason to use glass for the floor is if you'd prefer it make sense that it's light down there.
Cave Adaptation is caused by dwarves spending too long in the darkness or underground. Until the light system is worked on more thoroughly, those two things mean the same thing. So as long as the dwarves spend at least a little time without a natural roof over their heads, they won't get cave adaptation.
Logged

Dame de la Licorne

  • Bay Watcher
  • Cats? Check. FPS? Uh-oh...
    • View Profile
Re: avoiding cave adaption
« Reply #2 on: May 27, 2009, 10:46:41 am »

As long as the tiles are labeled "above ground", regardless of if they're inside or outside, it works for preventing cave adaptation.  Just make sure all your dwarves have to go through that tile on a regular basis.
One warning: if you turn on "dwarves stay inside", you will get a lot of cancellation messages if they have to pass through those tiles.
Logged
If software was real world, then it'd be something equivalent of hitting a nail with a hammer and having a building collapse on the other side of town.

Don't worry people, sometimes -moments occur

Rekov

  • Bay Watcher
  • Elf Aficionado
    • View Profile
Re: avoiding cave adaption
« Reply #3 on: May 27, 2009, 10:50:45 am »

I basically made a path to my dining hall that is above ground, and then a longer move inconvenient path that is underground. I figure that they should take the easy path and only take the long path when ordered to stay inside.
Logged

yuhhaur

  • Bay Watcher
    • View Profile
Re: avoiding cave adaption
« Reply #4 on: May 28, 2009, 09:31:07 pm »

The Lobby (top-most floor) of my (reverse) condominium had a skylight above it, and it is decorated with statue into a statue garden. every sleepy dwarf are to pass by that area to get to their bedrooms. the 1-z level up is walled to prevent intrusion (except flying eagles, etc.)

http://www.dwarffortresswiki.net/index.php/Cave_adaption:
Quote
Curing and prevention of cave adaptation are achieved through the same means: regular, extended exposure to outdoor sunlight. Indoor sunlight will not treat, nor will it trigger, cave adaptation. An outdoor area to fight cave adaptation may be accomplished by having a meeting area or statue garden exposed to sunlight, with no roof.
Logged

Jim Groovester

  • Bay Watcher
  • 1P
    • View Profile
Re: avoiding cave adaption
« Reply #5 on: May 28, 2009, 10:07:12 pm »

Cave adaptation is by inside/outside, not light/dark, nor aboveground/subterranean. You need Outside/Light/Aboveground tiles to combat cave adaptation.
Logged
I understood nothing, contributed nothing, but still got to win, so good game everybody else.

Albedo

  • Bay Watcher
  • Menacing with spikes of curmudgeonite.
    • View Profile
Re: avoiding cave adaption
« Reply #6 on: May 28, 2009, 10:10:52 pm »

Cave adaptation also won't happen right away.  Your first season or three, don't worry about it overly much. But it should not be put off indefinitely.

yuhh's suggestion is a classic solution - there are 4 things that every dwarf must do - eat, sleep, drink, and go on break.  If you funnel one or more of those activities into or through the outdoors (up, over, and then back down, or whatever), you'll be fine.
Logged

Shadowex3

  • Bay Watcher
    • View Profile
Re: avoiding cave adaption
« Reply #7 on: May 29, 2009, 02:14:32 am »

The other option is to just make your dining hall so amazingly awesome by placing every non-weapon/armor artifact in there and letting your legendary engraver loose like a maniac with a dremel that nobody cares about throwing up anymore. Cave adaptation isn't necessarily evil, it adds a little color to a fortress. Sometimes several colors.
Logged
Quote from: Hectonkhyres
I'm imagining crazed dwarves doing profoundly weird things. Urist McNutcase has developed a compulsion to jam anything colored blue up his anus, or alternately other peoples anuses
Quote from: Durt101
Erith Zasitshovith, Cat(Tame) cancels store item in stockpile: Too injured.
"Yay! Mouse! OH GOD, WHERE ARE MY HANDS?! OH GOD OH GOD WHAT THE HE- Oh. I'm a cat. Right."

Xinael

  • Bay Watcher
    • View Profile
Re: avoiding cave adaption
« Reply #8 on: May 29, 2009, 11:45:15 am »

It's a hassle when your military start puking when they run out to meet the enemy though.

I normally wall off a section of land above-ground for some farms and a refuse pile. I place a meeting zone up there, perhaps with a few statues to make it a partyless statue garden, and idle or on-break dwarves will go up there some of the time to experience the great outdoors. I find that the dwarves that are too busy to go out and get some fresh air and ones that aren't really going to be leaving the fortress anyway (like my masons and glassmakers, who pretty make stuff pretty much 24/7). Soldiers take plenty of breaks while they're off duty, so they'll get out there too.
Logged