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Author Topic: [0.28.181.40d] Flying Mountains  (Read 530 times)

Zankaru

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[0.28.181.40d] Flying Mountains
« on: July 14, 2009, 07:07:46 pm »

Noticed that if I dig out a mountain on ground level but leave two or three squares that leads up to the next level of the mountain it will not collapse. Even if the upper level of the mountain stretches like 60 squares away from the 2-3 ground level squares I left un-mined.

Sorry if I typed it to make it confusing.
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smjjames

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Re: [0.28.181.40d] Flying Mountains
« Reply #1 on: July 14, 2009, 07:40:16 pm »

That's normal....

DF is pretty wierd in that a single undug tile can suppourt a mountain, or a single undug tile can suppourt a huge hanging area that has been dug under.
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Warlord255

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Re: [0.28.181.40d] Flying Mountains
« Reply #2 on: July 14, 2009, 09:28:09 pm »

Maybe you turned off cave-ins in init.txt?
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Draco18s

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Re: [0.28.181.40d] Flying Mountains
« Reply #3 on: July 15, 2009, 08:16:15 am »

Maybe you turned off cave-ins in init.txt?

No, he left a support.

This is normal until Toady works out how to do caveins in 3D.
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Zankaru

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Re: [0.28.181.40d] Flying Mountains
« Reply #4 on: July 15, 2009, 09:14:54 am »

oh, alrighty then.

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"Hesitation leads to disaster" - Kishimoto
"Courage imperils life, fear protects it" - da'vinci
"All warfare is based on deception" - Sun Tzu
"In death all things appear fair" - Homer
At one of my older forts, I had a cat with a kobold kill to it's name, I locked a kobold into a small pit and then kept tossing cats in till it died.....For Science!