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Author Topic: Animals fall 10 levels down onto steel spikes, walk away  (Read 477 times)

grendel

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Animals fall 10 levels down onto steel spikes, walk away
« on: October 31, 2007, 02:50:00 pm »

I built a pit spanning from z-5 to z-15 and tossed a bunch of animals in. None of them were harmed by the fall, except for an unfortunate deer with a bruised brain, I think because a falling puppy hit him.

I then repeated the experiment after setting spikes all where the animals were landing; after falling ten levels, they all landed on the spikes, but again, none of them were harmed in the slightest.

Very odd, especially since I threw a camel in when the pit was only six levels deep and he died instantly.

Here is the file, if that helps.


update: I rebuilt the floor at z-14 and tossed a deer and a horse in; both died instantly when they collided with the new floor. Maybe there's something weird with level z-15 that causes animals not to die when they hit it?

[ October 31, 2007: Message edited by: grendel ]

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cliffjeff

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Re: Animals fall 10 levels down onto steel spikes, walk away
« Reply #1 on: October 31, 2007, 05:37:00 pm »

now you're just being cruel.  If you want to do animal testing, at least have the decency to make the animals elephants or carp.
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Re: Animals fall 10 levels down onto steel spikes, walk away
« Reply #2 on: October 31, 2007, 07:17:00 pm »

Just theorizing but maybe it cannot measure double digit depths for fall damage, so -5 to -14 = 9 story drop and -5 to -15 = 0?
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red glass

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Re: Animals fall 10 levels down onto steel spikes, walk away
« Reply #3 on: October 31, 2007, 07:56:00 pm »

I'm assuming Z-15 was the deepest you could dig at the time? I'd guess it's probably an edge case with the current maximum depth of your fortress... since a Z+5 to Z-15 drop would likely result in no damage as well (and pretty easy to test).
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Toady One

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Re: Animals fall 10 levels down onto steel spikes, walk away
« Reply #4 on: October 31, 2007, 11:38:00 pm »

Double digits are fine for falling damage (the movie I put up was 18, I think).  I'm not sure what's going on.  I'll look at the save.  It could be that it was the bottom level, if it was the bottom level.
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BurnedToast

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Re: Animals fall 10 levels down onto steel spikes, walk away
« Reply #5 on: November 01, 2007, 12:30:00 am »

I threw a ton of creatures into a pit that ended on the bottom z-level, and they all splatted quite well. I've never had problems splatting things at all, in fact.

By the way, throwing things into really deep pits is incredibly and disturbingly amusing. great job on it!

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Re: Animals fall 10 levels down onto steel spikes, walk away
« Reply #6 on: November 01, 2007, 01:11:00 am »

What I was suggesting is that the 2nd digit might get screwy, if that's the case then 18 would work fine as 8 (Or maybe add together as a 9?). Now honestly as stated before, purely theoretical. I know diddily crap about a) programming, b) your code. I gave myself a huge pat on the back for being able to edit example.txt for the new dwarf sub-classes to use DR's old tileset. Just the only thing I can think of since every other example given so far = splat.
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Toady One

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Re: Animals fall 10 levels down onto steel spikes, walk away
« Reply #7 on: November 02, 2007, 12:27:00 am »

The problem was with the handling of the lowest level.  It is fixed in the newly release version.
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