View Issue Details
ID | Project | Category | View Status | Date Submitted | Last Update |
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0000215 | Dwarf Fortress | Dwarf Mode -- Jobs, Designations | public | 2010-04-02 19:29 | 2015-12-14 02:51 |
Reporter | kultz | Assigned To | |||
Priority | normal | Severity | minor | Reproducibility | always |
Status | new | Resolution | open | ||
Platform | Windows | OS | Windows | OS Version | Vista |
Summary | 0000215: Channeling can sometimes leave freestanding (not attached to wall) ramps/slopes | ||||
Description | The new feature of channeling leaving ramps is buggy. The automatic removal of ramps once separated from a wall does not always work. | ||||
Steps To Reproduce | First, 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 Information | It 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. | ||||
Tags | Intentional/Expected? | ||||
related to | 0000036 | resolved | Channeling creates ramps | |
has duplicate | 0001560 | closed | Semi-freestanding ramp created accidentally, no cave in. | |
related to | 0001295 | confirmed | Channelling ledges can leave floating downward slopes | |
related to | 0000732 | resolved | Channeling into brook tiles produces ramps | |
related to | 0007441 | new | Natural slopes without adjacent walls |
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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. |
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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. |
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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. |
Date Modified | Username | Field | Change |
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2010-04-02 19:29 | kultz | New Issue | |
2010-04-26 19:20 |
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Summary | Repeated channelling fails to remove upward ramps. => Channeling can sometimes leave freestanding ramps |
2010-04-26 19:21 |
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Summary | Channeling can sometimes leave freestanding ramps => Channeling can sometimes leave freestanding upward ramps |
2010-04-26 19:21 |
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Summary | Channeling can sometimes leave freestanding upward ramps => Channeling can sometimes leave freestanding (not attached to wall) ramps/slopes |
2010-04-26 20:10 |
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Relationship added | has duplicate 0001560 |
2010-04-26 20:10 |
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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 |
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Category | General => Dwarf Mode -- Jobs, Designations |
2010-07-25 14:28 |
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Relationship added | related to 0001295 |
2011-03-05 10:59 |
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Relationship added | related to 0000732 |
2014-01-27 14:00 |
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Tag Attached: Intentional/Expected? | |
2014-07-18 08:38 |
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Relationship added | related to 0007441 |
2015-12-14 02:51 |
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Note Added: 0033875 |