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IDProjectCategoryView StatusDate SubmittedLast Update
0002166Dwarf FortressCave-inspublic2010-06-05 00:392016-05-16 12:54
ReporterAsutri 
Assigned ToFootkerchief 
PrioritynormalSeverityminorReproducibilitysometimes
StatusresolvedResolutionno change required 
PlatformAMD Phenom2 X4 955/Nvidia 7600GSOSWindowsOS Version7
Product Version0.31.05 
Target VersionFixed in Version 
Summary0002166: Cave-in dust causes direct injury to dwarves
DescriptionI was attempting to trim the edges of a natural hill outside of my fortress. I removed the slopes around it and dug out the sides to form a square, but then I noticed that still had "floors" above the walls I removed. I marked the hollow floors for channeling singly starting from the outside so my miners wouldn't be standing on or past any floor marked for channeling. One of the outer floor tiles collapsed and killed one miner while severely wounding the other. Both miners were on the top of the hill next to the tile that collapsed, but the tiles they were standing on were still intact.
Steps To ReproduceTry to form a hill like this where W = wall, X = floor, and . = open space.

Upper level:
..XXXXXXX...
.XXXXXXXX...
...XXXXXX...

Lower level:
XXXWWWWWWXXX
XXXWWWWWWXXX
XXXWWWWWWXXX

Go to the top of the hill and channel the outermost unsupported floors and work inward. I've been able to get a similar collapse this way about 7 times out of 10.
TagsNo tags attached.
Attached Files

- Relationships
related to 0003133new Dust attacks cause instant KO (old code from cave-ins?) 
has duplicate 0007069resolvedFootkerchief causing cave-ins injures nearby dwarves (with magma?) 
has duplicate 0008751resolvedFootkerchief massive cave in damage from small amount of drop 

-  Notes
(0007701)
Footkerchief (manager)
2010-06-05 01:00

Cave-ins cause dangerous dust to billow around the area, including the Z-level above. This dust knocks dwarves unconscious and also moves them around. You can read more about cave-in effects here: http://df.magmawiki.com/index.php/DF2010:Cave-in#Results_of_a_cave-in [^]

Does that clear things up?
(0007724)
Asutri (reporter)
2010-06-05 11:13

The dwarf on the wall above and next to the cave-in tile was killed outright without being knocked back. The other dwarf a couple tiles away was thrown about five tiles away on the same level. He had near the same injuries as the dead dwarf, but my doctors at the hospital managed to save him in time. Both were covered in dust after the collapse and the survivor did have a bad thought about breathing dust. The only thing I wasn't sure of was if the injuries above the cave-in were supposed to be this severe.

A really strange thing which I have not been able to reproduce at all happened in my first game ever (0.31.04). My dwarf was right next to a cave-in on the same level and wasn't knocked back or even injured. He did have the breathing dust issue though. That's where I got the wrong impression that you had to be under a cave-in to be physically injured. Anyway, thank you for the link.
(0007725)
Footkerchief (manager)
2010-06-05 11:19
edited on: 2010-06-05 11:19

The dust doesn't injure them directly -- they get injured from falling damage after the dust knocks them off ledges and stuff. What was the cause of death for the dwarf who died?

(0007747)
Asutri (reporter)
2010-06-05 20:51

I got the message that a dwarf bled to death and confirmed that it was the miner closest to the cave-in. His info listed what seemed like all body parts as broken open including the skull and chest. Looking at the body in the coffin now tells me his upper body is gone.
(0007753)
Footkerchief (manager)
2010-06-05 23:08

Are you sure he didn't fall? Was there a wall that he could have flown sideways into?
(0007762)
DoctorZuber (reporter)
2010-06-06 00:03

a z-level above... maybe it threw him into the ceiling or something silly.
(0007902)
Asutri (reporter)
2010-06-07 14:43

That is what I don't get. There were no walls or ceilings for him to be thrown to. I've put an image here so you can see what I mean: http://img411.imageshack.us/img411/7610/dwarffall.jpg [^]

This is a little plateau outside the mountain. No trees or higher ground is present on this plateau. The white line outlines the floor without wall underneath. The red X was what collapsed. The upper left yellow D is the dead dwarf and the lower right one is the injured dwarf. They were both up there channeling the hollow outer tiles.

It sounds absurd, but is it possible he was on the tile that collapsed and was thrown back up on top of the plateau? It would probably account for his injuries, but I can't see why the other was injured as well.
(0007903)
DarthCloakedDwarf (reporter)
2010-06-07 14:52
edited on: 2010-06-07 15:12

I can confirm that cave-in dust is hazardous now. While working on my first superconstruction (a large dome in .01), I accidentally caved-in a tile of floor. Two dwarves were injured. Of the two, one (who fell) was crippled, and the other one-- completely away from anything hazardous-- started blinking yellow plusses. Unless the dust pushed him into the floor, he must have taken damage directly from it.

(0010457)
Kagus (reporter)
2010-07-16 18:17

I just tested this out in arena mode to see what would happen. I paused the game, spawned a dwarf on solid ground, and then spawned water and magma on a sky tile a couple z-levels above (thus creating a chunk of rock in mid-air).

Of course, the usefulness of this test isn't exactly clear. Arena mode gets quite funky with stone material (as will be shown), and I did use magma as part of creating the block. However, no magma tiles were left over after creating the block, and I do think this is somewhat interesting:

http://i26.tinypic.com/6gac9k.png [^]

As you can see, the dust from the block was apparently recognized as "boiling magma" in some instances. I think this is most likely just the stone block attempting to be gabbro, which is handled by the game as being magma when it's in anything but a solid state.

However interesting as that may be though, health reports indicate that the adventurer suffered no burns in this test. Rather, he was repeatedly catapulted into the air by the cave-in, causing him to lift up into the air and slam back down onto the ground in rapid succession.

What's more, I decided to take a third-party perspective and walked through a cave-in one frame at a time, following the progress of the dwarf. The first several turns were spent punting him around on ground level, where he sustained no injuries despite being covered head to toe in three different types of dust.

Then a couple frames later, the dwarf was launched into the air. Examining him revealed that he was nauseous, that both his legs had been snapped, and that his lower body had sustained heavy injuries (causing him to lose the use of his guts and spleen).

He spent a few turns flying in the air until coming back down to land. This was quite interesting because although I could see him in the 'k' menu as "Dwarf 4", and although it still showed that he was a short creature, fond of drink and industry, he no longer registered as a creature according the the 'v' menu. He had most likely entered "projectile" mode. I waited a few turns for him to come back.

When I was able to view his wounds again he had completely healed, except for some minor stunning.

He launched back into the air again, entered projectile mode... And when his 'v' screen came online again, he had regained the broken legs, injured abdomen and useless guts from before. Complete with extreme pain and nausea.


His final landing thrust him into projectile mode yet again, and he finally emerged from the cave-in with injured upper and lower body, broken legs and a broken toe, along with having lost the use of one lung and one kidney. He had no nausea or pain, but was stunned (the pain came around after a few moments though).

Note that he never reached higher than one z-level, so he couldn't have sustained these injuries from falling.


Seriously oddball, if you ask me.
(0020465)
Footkerchief (manager)
2012-02-22 10:26

This issue is the same as the one in 0003133. If I'd caught the duplication earlier, I'd be resolving 0003133, but at this point, 0003133 is a little more relevant.

- Issue History
Date Modified Username Field Change
2010-06-05 00:39 Asutri New Issue
2010-06-05 01:00 Footkerchief Note Added: 0007701
2010-06-05 01:00 Footkerchief Tag Attached: AWAITING UPDATE
2010-06-05 11:13 Asutri Note Added: 0007724
2010-06-05 11:19 Footkerchief Note Added: 0007725
2010-06-05 11:19 Footkerchief Note Edited: 0007725 View Revisions
2010-06-05 20:51 Asutri Note Added: 0007747
2010-06-05 23:08 Footkerchief Note Added: 0007753
2010-06-06 00:03 DoctorZuber Note Added: 0007762
2010-06-07 14:43 Asutri Note Added: 0007902
2010-06-07 14:52 DarthCloakedDwarf Note Added: 0007903
2010-06-07 15:06 Footkerchief Tag Detached: AWAITING UPDATE
2010-06-07 15:06 Footkerchief Summary Cave-in injured dwarves 1 z-level above the collapse => Cave-in dust causes direct injury to dwarves
2010-06-07 15:12 DarthCloakedDwarf Note Edited: 0007903 View Revisions
2010-07-16 18:17 Kagus Note Added: 0010457
2011-03-05 10:23 Footkerchief Relationship added related to 0000296
2012-02-22 10:26 Footkerchief Note Added: 0020465
2012-02-22 10:26 Footkerchief Relationship added duplicate of 0003133
2012-02-22 10:26 Footkerchief Status new => resolved
2012-02-22 10:26 Footkerchief Resolution open => duplicate
2012-02-22 10:26 Footkerchief Assigned To => Footkerchief
2012-02-22 10:26 Footkerchief Relationship deleted related to 0000296
2014-07-11 11:19 Footkerchief Status resolved => new
2014-07-11 11:19 Footkerchief Relationship replaced related to 0003133
2014-07-11 11:19 Footkerchief Relationship added has duplicate 0007069
2015-01-19 09:12 Footkerchief Relationship added has duplicate 0008751
2015-01-19 09:12 Footkerchief Status new => confirmed
2016-05-16 12:54 Toady One Status confirmed => resolved
2016-05-16 12:54 Toady One Resolution duplicate => no change required


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