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IDProjectCategoryView StatusLast Update
0009697Dwarf FortressDwarf Mode -- Environmentpublic2016-04-18 14:38
ReporterOtto Von Bismarck Assigned To 
PrioritynormalSeveritymajorReproducibilityalways
Status newResolutionopen 
Product Version0.42.04 
Summary0009697: Removed or missing natural Floor on tiles near edge creates "to near to edge" error on lower z-level tiles
DescriptionLast time playing Dwarf Fortress, i tried to reroute a River through a dolomite block canal, but two tiles produced a "to near to edge" warning while trying to build the walls. That shouldnt happen since tiles are underground and next to an edge wall, not free edge.

After Testing for some time i figured out that it should be a new bug. As far as i know, building walls within four tiles near an free edge (above ground) is forbidden, though it works undergound next to an edge wall.

Bug: If you channel natural floor four tiles next to free edge or if floor is missing, (due to river, chopped tree over hall, etc.) the tile one z- level below is marked as next to free edge and walls cannot be build on it either. This can continue for multiple z-levels if you continue to channel natural floor. Due to some reason ice floors are regarded as missing natural floor and can create the same problem even if not channeled.
Steps To Reproduce-> Select map with trees
-> dig open space one z- level below ground within 4 tiles range to edge without removing above floor
->wait for trees to grow within 4 tiles range to edge and chop them down
-> try to build wall one z-level below position of chopped tree

or

-> dig open space one z- level below ground within 4 tiles range to edge without removing above floor
-> remove floor above open space within 4 tiles range to edge
-> try to build wall one z-level below open ground next to edge wall

or

-> choose map with above ground river that changes direction within 4 tiles range of edge
-> check if temperatur can fall below freezing point and wait until water in river is frozen.
->dig ice blocks without removing ice floor
-> try to build wall within 4 tiles range of edge where river changed direction thuse creating tile one z-level below open ground next to existing edge wall and below ice floor
Additional Informationlast way to reproduce error may be confusing and if somebody understands what i mean and has the ability to describe it in an easier way please change my description.

Bug can be reproduced with every tile already marked as "to near to edge" thuse possible continuing for every z-level as long as natural floors between z-levels are removed

The severity increses significantly if player chooses to remove natural floors on every level below ground and replace with artificial floors since artifical floors
cannot replace natural floors to solve this bug.
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PatrikLundell

2016-04-18 14:38

reporter   ~0035022

I'd say it's a matter of the tile being marked as above ground. Every tile exposed to the sky is forever marked as above ground, thus supporting surface crops and not supporting walls close to the edge.
If you look at the river bed you should find it's considered to be above ground as well, since water does not "protect" the ground underneath. Glacier tiles are underground, since the ice has never been liquid.

Thus, the issue is a result of DF's logic.

It IS possible to work around this issue with a fair bit of effort through obsidian casting.

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Issue History

Date Modified Username Field Change
2016-04-18 12:22 Otto Von Bismarck New Issue
2016-04-18 14:38 PatrikLundell Note Added: 0035022