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0001589Dwarf FortressDwarf Mode -- Environmentpublic2010-04-27 16:172012-02-15 05:01
Vector_Matt 
 
lowtrivialalways
newopen 
0.31.03 
 
0001589: Constructed walls/floors do not block light
Once a tile is exposed to light it becomes permanently 'light', even if you build a roof over it.
Channel a tile, then build a wall or floor there.
Haven'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.
floor, Intentional/Expected?, light, wall
has duplicate 0001654closed Logical2u Grante floor registers as transparant 
Issue History
2010-04-27 16:17Vector_MattNew Issue
2010-04-27 16:21Vector_MattTag Attached: floor
2010-04-27 16:21Vector_MattTag Attached: light
2010-04-27 16:26Vector_MattTag Attached: wall
2010-04-27 16:32Logical2uNote Added: 0005427
2010-04-27 16:32Logical2uNote Edited: 0005427bug_revision_view_page.php?bugnote_id=0005427#r1946
2010-04-27 16:38TomatoNote Added: 0005428
2010-04-27 16:50Logical2uNote Added: 0005431
2010-04-27 17:23FootkerchiefTag Attached: Intentional?
2010-04-27 17:57Vector_MattNote Added: 0005447
2010-04-27 17:57Vector_MattNote Edited: 0005447bug_revision_view_page.php?bugnote_id=0005447#r1959
2010-04-27 18:35Vector_MattNote Edited: 0005447bug_revision_view_page.php?bugnote_id=0005447#r1960
2010-04-27 19:09derigoNote Added: 0005449
2010-04-27 20:37jgoodwinNote Added: 0005458
2010-04-27 20:37jgoodwinIssue Monitored: jgoodwin
2010-04-27 20:58DoctorZuberNote Added: 0005463
2010-04-27 21:00DoctorZuberNote Edited: 0005463bug_revision_view_page.php?bugnote_id=0005463#r1978
2010-04-27 21:08DoctorZuberNote Edited: 0005463bug_revision_view_page.php?bugnote_id=0005463#r1979
2010-04-28 14:00FootkerchiefCategoryGeneral => Dwarf Mode -- Environment
2010-04-30 07:27Logical2uRelationship addedhas duplicate 0001654
2010-07-12 12:03FootkerchiefTag RenamedIntentional? => Intentional/Expected?
2012-02-15 05:01redditNote Added: 0019620

Notes
(0005427)
Logical2u   
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   
2010-04-27 16:38   
still a feature, otherwise we wouldn't be able to build greenhouses
(0005431)
Logical2u   
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   
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   
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   
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   
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   
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.