View Issue Details
ID | Project | Category | View Status | Date Submitted | Last Update |
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0001589 | Dwarf Fortress | Dwarf Mode -- Environment | public | 2010-04-27 16:17 | 2012-02-15 05:01 |
Reporter | Vector_Matt | Assigned To | |||
Priority | low | Severity | trivial | Reproducibility | always |
Status | new | Resolution | open | ||
Product Version | 0.31.03 | ||||
Summary | 0001589: Constructed walls/floors do not block light | ||||
Description | Once a tile is exposed to light it becomes permanently 'light', even if you build a roof over it. | ||||
Steps To Reproduce | Channel a tile, then build a wall or floor there. | ||||
Additional Information | Haven't tested cave-ins on perma-light tiles, may or may not affect anything. I know that this issue is (semi?)well-known. I figured I should go ahead and file a report since there didn't seem to be one. | ||||
Tags | floor, Intentional/Expected?, light, wall | ||||
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This is quite an old issue, dating back to before 40d. http://www.bay12forums.com/smf/index.php?topic=24537.msg276033#msg276033, for example. |
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still a feature, otherwise we wouldn't be able to build greenhouses |
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Since Toady hasn't commented on similar issues in the past (based on what I can find), it's debatable as to whether it's a bug or a feature. |
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Ideally, glass floors would allow light through while others wouldn't. Currently the reward/effort ratio for this is too low to be worth it since there's no benefit to having 'dark' tiles (none that I'm aware of anyway). Posted a related suggestion thread here: http://www.bay12forums.com/smf/index.php?topic=55763 |
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This has been the case ever since rewalling was first added. Its not intentional, but its unimportant and apparently a pain to fix. |
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Starting outside, I dug a downward stairway, then one level down and up/down stairway. Later I built a floor over the downward stairway to close off that entrance. The cell that is the up/down stairway immediately beneath the floored-over downward stair is now "Inside Dark Subterranean", so I don't think things are exactly the same as they used to be. It used to be the rule was once-lit then forever-outside. It may be that stairs now work differently than channeling. |
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Once a tile is changed to above ground, it is always above ground. Constructed floor tiles do not block light, creating a weird greenhouse effect. This issue is well known behavior from 40d. Constructed walls (instead of floors) should make your tile dark again if desired. >>>jgoodwin Interesting, I quickly verified this one. Be interesting to see if there's any other new quirks like this. |
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I really wish this would be fixed as it's quite an important advantage (that you shouldn't have) and also quite ruining in terms of immersion, IMHO. |
Date Modified | Username | Field | Change |
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2010-04-27 16:17 | Vector_Matt | New Issue | |
2010-04-27 16:21 | Vector_Matt | Tag Attached: floor | |
2010-04-27 16:21 | Vector_Matt | Tag Attached: light | |
2010-04-27 16:26 | Vector_Matt | Tag Attached: wall | |
2010-04-27 16:32 | Logical2u | Note Added: 0005427 | |
2010-04-27 16:32 | Logical2u | Note Edited: 0005427 | |
2010-04-27 16:38 | Tomato | Note Added: 0005428 | |
2010-04-27 16:50 | Logical2u | Note Added: 0005431 | |
2010-04-27 17:23 |
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Tag Attached: Intentional? | |
2010-04-27 17:57 | Vector_Matt | Note Added: 0005447 | |
2010-04-27 17:57 | Vector_Matt | Note Edited: 0005447 | |
2010-04-27 18:35 | Vector_Matt | Note Edited: 0005447 | |
2010-04-27 19:09 | derigo | Note Added: 0005449 | |
2010-04-27 20:37 | jgoodwin | Note Added: 0005458 | |
2010-04-27 20:58 | DoctorZuber | Note Added: 0005463 | |
2010-04-27 21:00 | DoctorZuber | Note Edited: 0005463 | |
2010-04-27 21:08 | DoctorZuber | Note Edited: 0005463 | |
2010-04-28 14:00 |
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Category | General => Dwarf Mode -- Environment |
2010-04-30 07:27 | Logical2u | Relationship added | has duplicate 0001654 |
2010-07-12 12:03 |
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Tag Renamed | Intentional? => Intentional/Expected? |
2012-02-15 05:01 | Note Added: 0019620 |