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IDProjectCategoryView StatusLast Update
0000215Dwarf FortressDwarf Mode -- Jobs, Designationspublic2015-12-14 02:51
Reporterkultz Assigned To 
PrioritynormalSeverityminorReproducibilityalways
Status newResolutionopen 
PlatformWindowsOSWindowsOS VersionVista
Summary0000215: Channeling can sometimes leave freestanding (not attached to wall) ramps/slopes
DescriptionThe new feature of channeling leaving ramps is buggy. The automatic removal of ramps once separated from a wall does not always work.

Steps To ReproduceFirst, channel an area with trees.

Then designate trees to be cut down. These trees are currently standing in single tiles surrounded by ramps.

After removal of tree, channel the tiles.

This second channeling fails to remove some of the ramps.
Additional InformationIt was raining, and some of the ground seems to have grass growing on it after channeling. Potentially caused by the ramp removal code not compatible with changed ground.
TagsIntentional/Expected?

Relationships

related to 0000036 resolveduser6 Channeling creates ramps 
has duplicate 0001560 closeduser6 Semi-freestanding ramp created accidentally, no cave in. 
related to 0001295 confirmeduser6 Channelling ledges can leave floating downward slopes 
related to 0000732 resolveduser11 Channeling into brook tiles produces ramps 
related to 0007441 new Natural slopes without adjacent walls 

Activities

Zeg

2010-04-26 20:24

reporter   ~0005253

Is this not the same as how carving upward ramps used to work in 40d? That is, removing every square creates a ramp, so a single isolated square surrounded by other ramps will auto-remove the ramps around it, but the digging process produces a ramp which is itself isolated. I assumed that it happened like that because it only detects if a ramp gets removed when a tile next to it is altered, not when the ramp itself is created.

It seems the same, since the new 'channeling' is really just a copy of the ramp digging process. But thats not to say that the ramps being left isolated wasn't a bug in 40d too.

Rafal99

2010-04-26 23:52

reporter   ~0005293

Yeah it was the same with 'Carve ramp' designation in 40d. If you make a ramp from a lone wall it will stay unsupported. It seems that unsupported ramps are only removed when a nearby wall is ramped/removed.

user8971

2015-12-14 02:51

  ~0033875

Seen this in 0.42.02: when I designated one square area to be channelled down one level, it ended with one ramp left in the middle of area just under designated square. I have designated it to be removed "d"-"z" the next second, though.

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Issue History

Date Modified Username Field Change
2010-04-02 19:29 kultz New Issue
2010-04-26 19:20 user6 Summary Repeated channelling fails to remove upward ramps. => Channeling can sometimes leave freestanding ramps
2010-04-26 19:21 user6 Summary Channeling can sometimes leave freestanding ramps => Channeling can sometimes leave freestanding upward ramps
2010-04-26 19:21 user6 Summary Channeling can sometimes leave freestanding upward ramps => Channeling can sometimes leave freestanding (not attached to wall) ramps/slopes
2010-04-26 20:10 user6 Relationship added has duplicate 0001560
2010-04-26 20:10 user6 Relationship added related to 0000036
2010-04-26 20:24 Zeg Note Added: 0005253
2010-04-26 23:52 Rafal99 Note Added: 0005293
2010-04-28 14:04 user6 Category General => Dwarf Mode -- Jobs, Designations
2010-07-25 14:28 user6 Relationship added related to 0001295
2011-03-05 10:59 user6 Relationship added related to 0000732
2014-01-27 14:00 user6 Tag Attached: Intentional/Expected?
2014-07-18 08:38 user6 Relationship added related to 0007441
2015-12-14 02:51 user8971 Note Added: 0033875