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Author Topic: [40d] Cave-in destroys stockpiles  (Read 736 times)

CobaltKobold

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[40d] Cave-in destroys stockpiles
« on: September 28, 2009, 11:13:40 pm »

as title- a mere one square caved in punches through floors (as expected) but also undesignates the stockpiles not just on that square, but on their entire area!

Easily testable with the way they forget bridges won't support constructions

Probably to do with the "stockpiles are sort of buildings" thing.
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smjjames

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Re: [40d] Cave-in destroys stockpiles
« Reply #1 on: September 29, 2009, 08:53:03 am »

I find this kind of normal as cave ins tend to cover the floor with debribs and scatter whatever was nearby.
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sunshaker

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Re: [40d] Cave-in destroys stockpiles
« Reply #2 on: September 29, 2009, 10:50:16 am »

I find this kind of normal as cave ins tend to cover the floor with debribs and scatter whatever was nearby.

I think what he means is that if you have a large Stockpile (say 10x20) and you cause a 1x1 cave in on the upper left corner that the entire stockpile (all 200 squares of it, even the lower right corner) will deconstruct. I can see this being a problem, but also I can see this being a pain to fix via programing (all kinds of special rules about stockpiles, area of effects for cave ins and the like), in short this is one of those things I think we are just going to have to live with.
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