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IDProjectCategoryView StatusDate SubmittedLast Update
0001589Dwarf FortressDwarf Mode -- Environmentpublic2010-04-27 16:172012-02-15 05:01
ReporterVector_Matt 
Assigned To 
PrioritylowSeveritytrivialReproducibilityalways
StatusnewResolutionopen 
PlatformOSOS Version
Product Version0.31.03 
Target VersionFixed in Version 
Summary0001589: Constructed walls/floors do not block light
DescriptionOnce a tile is exposed to light it becomes permanently 'light', even if you build a roof over it.
Steps To ReproduceChannel a tile, then build a wall or floor there.
Additional InformationHaven't tested cave-ins on perma-light tiles, may or may not affect anything.


I know that this issue is (semi?)well-known. I figured I should go ahead and file a report since there didn't seem to be one.
Tagsfloor, Intentional/Expected?, light, wall
Attached Files

- Relationships
has duplicate 0001654closedLogical2u Grante floor registers as transparant 

-  Notes
(0005427)
Logical2u (manager)
2010-04-27 16:32
edited on: 2010-04-27 16:32

This is quite an old issue, dating back to before 40d.
http://www.bay12forums.com/smf/index.php?topic=24537.msg276033#msg276033, [^] for example.

(0005428)
Tomato (reporter)
2010-04-27 16:38

still a feature, otherwise we wouldn't be able to build greenhouses
(0005431)
Logical2u (manager)
2010-04-27 16:50

Since Toady hasn't commented on similar issues in the past (based on what I can find), it's debatable as to whether it's a bug or a feature.
(0005447)
Vector_Matt (reporter)
2010-04-27 17:57
edited on: 2010-04-27 18:35

Ideally, glass floors would allow light through while others wouldn't. Currently the reward/effort ratio for this is too low to be worth it since there's no benefit to having 'dark' tiles (none that I'm aware of anyway).

Posted a related suggestion thread here: http://www.bay12forums.com/smf/index.php?topic=55763 [^]

(0005449)
derigo (reporter)
2010-04-27 19:09

This has been the case ever since rewalling was first added. Its not intentional, but its unimportant and apparently a pain to fix.
(0005458)
jgoodwin (reporter)
2010-04-27 20:37

Starting outside, I dug a downward stairway, then one level down and up/down stairway. Later I built a floor over the downward stairway to close off that entrance. The cell that is the up/down stairway immediately beneath the floored-over downward stair is now "Inside Dark Subterranean", so I don't think things are exactly the same as they used to be. It used to be the rule was once-lit then forever-outside.

It may be that stairs now work differently than channeling.
(0005463)
DoctorZuber (reporter)
2010-04-27 20:58
edited on: 2010-04-27 21:08

Once a tile is changed to above ground, it is always above ground.

Constructed floor tiles do not block light, creating a weird greenhouse effect. This issue is well known behavior from 40d.

Constructed walls (instead of floors) should make your tile dark again if desired.

>>>jgoodwin Interesting, I quickly verified this one. Be interesting to see if there's any other new quirks like this.

(0019620)
reddit (reporter)
2012-02-15 05:01

I really wish this would be fixed as it's quite an important advantage (that you shouldn't have) and also quite ruining in terms of immersion, IMHO.

- Issue History
Date Modified Username Field Change
2010-04-27 16:17 Vector_Matt New Issue
2010-04-27 16:21 Vector_Matt Tag Attached: floor
2010-04-27 16:21 Vector_Matt Tag Attached: light
2010-04-27 16:26 Vector_Matt Tag Attached: wall
2010-04-27 16:32 Logical2u Note Added: 0005427
2010-04-27 16:32 Logical2u Note Edited: 0005427 View Revisions
2010-04-27 16:38 Tomato Note Added: 0005428
2010-04-27 16:50 Logical2u Note Added: 0005431
2010-04-27 17:23 Footkerchief Tag Attached: Intentional?
2010-04-27 17:57 Vector_Matt Note Added: 0005447
2010-04-27 17:57 Vector_Matt Note Edited: 0005447 View Revisions
2010-04-27 18:35 Vector_Matt Note Edited: 0005447 View Revisions
2010-04-27 19:09 derigo Note Added: 0005449
2010-04-27 20:37 jgoodwin Note Added: 0005458
2010-04-27 20:37 jgoodwin Issue Monitored: jgoodwin
2010-04-27 20:58 DoctorZuber Note Added: 0005463
2010-04-27 21:00 DoctorZuber Note Edited: 0005463 View Revisions
2010-04-27 21:08 DoctorZuber Note Edited: 0005463 View Revisions
2010-04-28 14:00 Footkerchief Category General => Dwarf Mode -- Environment
2010-04-30 07:27 Logical2u Relationship added has duplicate 0001654
2010-07-12 12:03 Footkerchief Tag Renamed Intentional? => Intentional/Expected?
2012-02-15 05:01 reddit Note Added: 0019620


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