Talk:Ramp

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redirect slope to this place? took a while for me to find this. helps in making traps and controlling movements. thank god things can't fly...i think. oh right and i don't know how to do whatever. redirect.--Seaneat 17:22, 30 June 2008 (EDT)

Yeah, things can totally fly. Angrystalk the Giant Bat, I know you're out there, come join your brothers in my cages! ---Zombiejustice 20:02, 30 June 2008 (EDT)

Contents

Downward Ramp

I am in my digging designation menu and I don't see an option to dig a ramp down? If I want to do that do I need to use stairs to get down, then construct ramps up? Then replace the stairs with ramps? --Ehertlein 12:21, 29 August 2008 (EDT)

One thing you can do is to dig one tile further than the ramp shall be, and dig a channel there.
Then, your miners are able to dig from there an upward ramp on the level below:
(side view)
XXXXXXXXXXXXXXXXXXXXXXXXX                  
               cXXXXXXXXX Level Z              c (c)hannel here at first
XXXXXXXXXXXXXX>______XXXX Level Z-1            >  then place an upward ramp here
If anyone is able to explain this better, fell free to edit.--Doub
I am going to load up a different game and try this out. :) I don't have anything built at Z-1 yet so I hope I can dig the ramp from higher up.
Ok so this was simpler then I thought I simply changed the Z level one lower and designated ups. No channels, no stairs, just go one lower and designate the up. --Ehertlein 13:57, 29 August 2008 (EDT)
Forget that complicated process - to dig a downward ramp, simply move the screen down one z-level and designate an upward ramp. --Juckto 20:56, 3 September 2008 (EDT)
Indeed, you are right. How simple! Thx. --Doub 10:44, 4 September 2008 (EDT)
Quirk: if you designate a downward stairway, then a ramp instead of an upward stairway on the level below, the finished product will be a ramp. A bit of strangeness, I saw it on the forums, tried it myself, it worked and a stuck miner rescued himself, leaving only a ramp behind. Version 40d. --Jellyfishgreen 18:39, 9 January 2009 (EST)

Current Oddities caused by ramp?

I'm gonna upload a new map on DFMA, Tongsgate. The savefile will be available. I'm having an oddity with a sealed artificial lake with a ramp in it (for transportation. It has a current just like a river. unsigned comment by Erathoniel

Speaking of ramp oddities, mine saved my dwarves life. I had a proficient swimmer dwarf fall into a river building a channel, and he just sat there being pushed with the current. With a little clever manipulation, I shoved him into 1/7 water quickly and had him build a ramp to the surface. He lived. Woo! unsigned comment by Milskidasith

Currently, I have on one level ramps leading down, and the level underneath it is open space. Is there any way to fix this? It may have been caused by me clearing a lot of ground by using a controlled cave-in.--Sphexx 09:57, 22 March 2009 (UTC)

Construction of upward ramps underneath the already present downward ramps should make them usable again, if that is what you want. --Elvang 14:40, 22 March 2009 (UTC)
I currently want to remove them. Right now they are submerged in magma, and cave-ins are not working. I might end up cooling it and just re-mine all of it, but if there is an easier way, I'd like to know. --Sphexx 20:17, 22 March 2009 (UTC)

People don't use ramps?

I've put my trade depot a floor aboveground, with ramps then a bridge leading to it. Wagons get there fine, but people never take the ramps -- they always get there through the auxilliary tunnels. In fact if I bar the gates traders just sit in place, unable to find a path. --Corona688 16:16, 11 November 2008 (EST)

Do you have traffic designations making the people want to go through the tunnels? Are the tunnels simply more direct routes to the depot? --Savok 00:32, 25 November 2008 (EST)
I don't have traffic designations making them want to go through the tunnels instead, no. Not that merchants would obey such things anyway. --Corona688 18:45, 29 November 2008 (EST)

On a related note, I've never seen nor can I get goblins to use ramps. The entrance to my fort is usually a long hallway with ramps at the end and a second long hallway a z-level down with a depot at the end. To save time when hauling stuff from the surface there's a stairway with a door I can lock during sieges. Siege comes, I lock the door(only door to be locked during siege), and the goblins will move halfway down the first hallway and then just sit there, never approaching the ramps even if I station a dwarf on them. --Elvang 22:30, 12 March 2009 (UTC)

Picture is wrong

Just a bit: the upper ramp is valid, since it has supporting wall (diagonal one (even two of them)). Need to repaint it as floor also. --Dorten 23:06, 24 November 2008 (EST)

Wagon torque / horsepower?

Is there any limit to how many adjacent ramp squares a wagon can traverse? Aesthetically, I had always placed 3 or more tiles of flat space between two ramps, on the assumption that the wagon needed to "level out" before negotiating another hill... but I've seen them do some crazy off-roading on their way to my fortress. Can I have an underground depot at Z-6 that is served by a single continuous down-ramp? --Jurph 16:54, 4 December 2008 (EST)

Yep.--Maximus 17:33, 4 December 2008 (EST)
...or a floodable pit through which everything coming in must pass, if you're not a bridge person. Sharp 09:18, 26 January 2009 (EST)
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