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Author Topic: Skylights and cave adaption.  (Read 774 times)

Hans Lemurson

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Skylights and cave adaption.
« on: January 20, 2011, 11:49:23 pm »

To prevent cave adaption, do dwarves have to actually spend any significant amount of time above-ground, or can I just dig a skylight in my main hallway to ensure regular exposure to the sky-fire as they pass through 1 or two above-ground tiles?
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Urist Imiknorris

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Re: Skylights and cave adaption.
« Reply #1 on: January 20, 2011, 11:57:08 pm »

Dwarves actually have to be outside for cave-adaptation purposes, not just above ground. I think all you need is the occasional highly-trafficked outside tile to be worry-free.
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Hans Lemurson

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Re: Skylights and cave adaption.
« Reply #2 on: January 21, 2011, 12:10:21 am »

So if I made a 3x1 slit in the earth from the surface right next to the entrance to my dining hall, that brief period of light would be enough to prevent cave adaption?

Is the critical factor Outside, Light, or Above Ground?  I think you've stated that it's "Outside", so I'll go with that.  Do floor-grates count as a roof?
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Foolprooof way to penetrate aquifers of unlimited depth.  (Make sure to import at least 10 stones for mechanisms)
Toughen Dwarves by dropping stuff on them.  (Nothing too heavy though, and make sure to wear armor.)
Quote
"Urist had a little lamb
whose feet tracked blighted soot.
And into every face he saw
his sooty foot he put."

sir_laser

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Re: Skylights and cave adaption.
« Reply #3 on: January 21, 2011, 12:15:22 am »

No, the critical factor is 'Light'. As long as your dwarves get a few moments of light every once in a while they'll be fine.

As soon as a tile is exposed to sky it is permanently marked as 'Light'. Therefore, you can dig out a skylight in your main hall, then put a floor above it. It'll be then marked as 'Inside' but remain 'Light'. The construction also protects against any flying invaders. This is what I do.

Anything, including construction, floor hatches, grates, bars, over a tile make it 'Inside'.

I suggest you read the wiki more: http://df.magmawiki.com/index.php/Cave_adaptation and http://df.magmawiki.com/index.php/DF2010:Tile_attributes
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Hans Lemurson

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Re: Skylights and cave adaption.
« Reply #4 on: January 21, 2011, 12:38:13 am »

Thank you.  I will now properly research this and likely find that all the questions I had were already answered on the wiki.
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Foolprooof way to penetrate aquifers of unlimited depth.  (Make sure to import at least 10 stones for mechanisms)
Toughen Dwarves by dropping stuff on them.  (Nothing too heavy though, and make sure to wear armor.)
Quote
"Urist had a little lamb
whose feet tracked blighted soot.
And into every face he saw
his sooty foot he put."

Fellhuhn

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Re: Skylights and cave adaption.
« Reply #5 on: January 21, 2011, 03:35:35 am »

Time to carve some glass blocks then. :)
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Hans Lemurson

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Re: Skylights and cave adaption.
« Reply #6 on: January 21, 2011, 04:28:11 am »

Glass doesn't let light through, does it?  Hmm...doesn't seem to matter though, since once lit, always lit.
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Foolprooof way to penetrate aquifers of unlimited depth.  (Make sure to import at least 10 stones for mechanisms)
Toughen Dwarves by dropping stuff on them.  (Nothing too heavy though, and make sure to wear armor.)
Quote
"Urist had a little lamb
whose feet tracked blighted soot.
And into every face he saw
his sooty foot he put."

Fellhuhn

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Re: Skylights and cave adaption.
« Reply #7 on: January 21, 2011, 04:34:53 am »

Right, shouldn't matter. But a question of style. I consider the "once lit always lit" thing a bug (or a thing done because of simplicity) but would (and will in the future) use glass to keep it realistic.
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Hans Lemurson

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Re: Skylights and cave adaption.
« Reply #8 on: January 21, 2011, 05:58:34 am »

Sounds reasonable, and it's also an excuse to use clear glass!  Style points!!
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Foolprooof way to penetrate aquifers of unlimited depth.  (Make sure to import at least 10 stones for mechanisms)
Toughen Dwarves by dropping stuff on them.  (Nothing too heavy though, and make sure to wear armor.)
Quote
"Urist had a little lamb
whose feet tracked blighted soot.
And into every face he saw
his sooty foot he put."

Fellhuhn

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Re: Skylights and cave adaption.
« Reply #9 on: January 21, 2011, 06:00:50 am »

Since most beer bottles are made out of green or brown glass that would be more fitting for a dwarf. :D
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Sutremaine

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Re: Skylights and cave adaption.
« Reply #10 on: January 21, 2011, 08:42:44 am »

I wonder if windows are one of the things that don't check for support after they're built. If so, you could have a skylight that looks like a window and not a floor of a particular hue.
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Fellhuhn

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Re: Skylights and cave adaption.
« Reply #11 on: January 21, 2011, 08:44:39 am »

Build a glass pyramide. Dwarven Louvre.
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Hans Lemurson

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Re: Skylights and cave adaption.
« Reply #12 on: January 21, 2011, 02:57:37 pm »

I wonder if windows are one of the things that don't check for support after they're built. If so, you could have a skylight that looks like a window and not a floor of a particular hue.
Or I could just build it in 2xN sections.  I may do this.  I'll need to build protective walls around the roof-hole though to ward off building-destroyers.
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Foolprooof way to penetrate aquifers of unlimited depth.  (Make sure to import at least 10 stones for mechanisms)
Toughen Dwarves by dropping stuff on them.  (Nothing too heavy though, and make sure to wear armor.)
Quote
"Urist had a little lamb
whose feet tracked blighted soot.
And into every face he saw
his sooty foot he put."

tolkafox

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Re: Skylights and cave adaption.
« Reply #13 on: January 21, 2011, 04:06:51 pm »

Or I could just build it in 2xN sections.  I may do this.  I'll need to build protective walls sharp and pointy sticks around the roof-hole though to ward off skewer building-destroyers.

Dwarfified.
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