Dwarf Fortress Bug Tracker - Dwarf Fortress
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0000215Dwarf FortressDwarf Mode -- Jobs, Designationspublic2010-04-02 19:292015-12-14 02:51
kultz 
 
normalminoralways
newopen 
WindowsWindowsVista
 
 
0000215: Channeling can sometimes leave freestanding (not attached to wall) ramps/slopes
The new feature of channeling leaving ramps is buggy. The automatic removal of ramps once separated from a wall does not always work.

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.
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.
Intentional/Expected?
related to 0000036resolved Footkerchief Channeling creates ramps 
has duplicate 0001560closed Footkerchief Semi-freestanding ramp created accidentally, no cave in. 
related to 0001295confirmed Footkerchief Channelling ledges can leave floating downward slopes 
related to 0000732resolved Dwarfu Channeling into brook tiles produces ramps 
related to 0007441new  Natural slopes without adjacent walls 
Issue History
2010-04-02 19:29kultzNew Issue
2010-04-26 19:20FootkerchiefSummaryRepeated channelling fails to remove upward ramps. => Channeling can sometimes leave freestanding ramps
2010-04-26 19:21FootkerchiefSummaryChanneling can sometimes leave freestanding ramps => Channeling can sometimes leave freestanding upward ramps
2010-04-26 19:21FootkerchiefSummaryChanneling can sometimes leave freestanding upward ramps => Channeling can sometimes leave freestanding (not attached to wall) ramps/slopes
2010-04-26 20:10FootkerchiefRelationship addedhas duplicate 0001560
2010-04-26 20:10FootkerchiefIssue Monitored: Footkerchief
2010-04-26 20:10FootkerchiefRelationship addedrelated to 0000036
2010-04-26 20:24ZegNote Added: 0005253
2010-04-26 23:52Rafal99Note Added: 0005293
2010-04-28 14:04FootkerchiefCategoryGeneral => Dwarf Mode -- Jobs, Designations
2010-07-25 14:28FootkerchiefRelationship addedrelated to 0001295
2011-03-05 10:59FootkerchiefRelationship addedrelated to 0000732
2014-01-27 14:00FootkerchiefTag Attached: Intentional/Expected?
2014-07-18 08:38FootkerchiefRelationship addedrelated to 0007441
2015-12-14 02:51DetrosNote Added: 0033875

Notes
(0005253)
Zeg   
2010-04-26 20:24   
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.
(0005293)
Rafal99   
2010-04-26 23:52   
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.
(0033875)
Detros   
2015-12-14 02:51   
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.