Dwarf Fortress Bug Tracker - Dwarf Fortress
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0003327Dwarf FortressPathfindingpublic2010-09-27 07:392018-05-11 11:52
Telarin 
 
normalminorsometimes
newopen 
0.31.14 
 
0003327: Creatures can pathfind, move and get flow-pushed through submerged fortifications
Creatures such as forgotten beasts can walk through fortifications when they are covered with 7/7 water. These are not vaporous or liquid creatures. These same creatures are unable to move through dry fortifications.
Use fortifications to protect the water supply tunnels of a fortress. Watch as some creatures simply pass through those fortifications when they are flooded.
creatures, flow, fortification, pathfinding, submerged
related to 0005512new  Creatures can dodge into fortifications, statues, impassable workshop tiles, etc. 
related to 0003912new  Chains do not prevent removal of creature by fluid flow, and become unusable after creature removed. 
has duplicate 0002160resolved Footkerchief Babies/infants stuck inside fortifications, can't be freed except by removing fortification 
has duplicate 0004293resolved Footkerchief Unsolid fortifications? 
related to 0005458new  Flows push creatures and dwarves through wall grates 
Issue History
2010-09-27 07:39TelarinNew Issue
2010-09-27 11:20Hieronymous AlloyIssue Monitored: Hieronymous Alloy
2010-09-27 18:07HelimanNote Added: 0013030
2010-09-27 18:24HelimanNote Edited: 0013030bug_revision_view_page.php?bugnote_id=0013030#r5048
2010-10-13 13:32QuietustNote Added: 0013351
2010-10-19 22:17kuketskiNote Added: 0013418
2010-10-20 00:25kuketskiIssue Monitored: kuketski
2010-10-20 01:43NarosIssue Monitored: Naros
2010-10-20 18:03NarmioNote Added: 0013435
2010-10-20 22:15kuketskiNote Added: 0013440
2010-11-16 13:57FootkerchiefRelationship addedrelated to 0002160
2011-03-21 14:09FootkerchiefSummaryCreatures can pathfind and move through fortifications when flooded with water => Creatures can pathfind, move and get flow-pushed through fortifications when flooded with water
2011-03-21 14:09FootkerchiefSummaryCreatures can pathfind, move and get flow-pushed through fortifications when flooded with water => Creatures can pathfind, move and get flow-pushed through submerged fortifications
2011-03-21 14:09FootkerchiefRelationship addedhas duplicate 0004293
2011-03-21 14:10FootkerchiefNote Added: 0016453
2011-03-21 15:09jwest23Issue Monitored: jwest23
2011-03-21 17:50danarisNote Added: 0016462
2012-02-26 07:32FootkerchiefRelationship addedrelated to 0005458
2013-02-14 23:33HYBRID BEINGIssue Monitored: HYBRID BEING
2013-02-14 23:56HYBRID BEINGNote Added: 0023851
2013-02-15 10:00QuietustNote Added: 0023852
2013-02-27 23:32HYBRID BEINGTag Attached: creatures
2013-02-27 23:32HYBRID BEINGTag Attached: flow
2013-02-27 23:32HYBRID BEINGTag Attached: pathfinding
2013-02-27 23:32HYBRID BEINGTag Attached: fortification
2013-02-27 23:32HYBRID BEINGTag Attached: submerged
2014-01-27 14:50FootkerchiefRelationship addedrelated to 0003131
2014-01-27 14:51FootkerchiefRelationship replacedhas duplicate 0003131
2014-01-27 14:52FootkerchiefRelationship deletedhas duplicate 0003131
2014-01-27 14:53FootkerchiefRelationship addedrelated to 0005512
2014-01-27 14:54FootkerchiefRelationship addedrelated to 0003912
2014-08-04 09:43FootkerchiefRelationship replacedhas duplicate 0002160
2015-01-27 17:51burnedNote Added: 0032091
2015-05-25 22:56CLuther88Note Added: 0032734
2015-05-25 22:58CLuther88Note Edited: 0032734bug_revision_view_page.php?bugnote_id=0032734#r13099
2015-05-25 22:58CLuther88Note Edited: 0032734bug_revision_view_page.php?bugnote_id=0032734#r13100
2015-05-25 22:59CLuther88Note Edited: 0032734bug_revision_view_page.php?bugnote_id=0032734#r13101
2015-05-25 22:59CLuther88Note Edited: 0032734bug_revision_view_page.php?bugnote_id=0032734#r13102
2015-05-25 23:02CLuther88Note Deleted: 0032734
2015-10-14 04:11HYBRID BEINGNote Added: 0033109
2015-10-14 07:25HYBRID BEINGNote Edited: 0033109bug_revision_view_page.php?bugnote_id=0033109#r13323
2016-01-29 11:32burnedNote Added: 0034570
2016-01-29 11:34burnedNote Edited: 0034570bug_revision_view_page.php?bugnote_id=0034570#r13930
2016-01-29 11:36burnedNote Edited: 0034570bug_revision_view_page.php?bugnote_id=0034570#r13931
2016-01-29 11:37burnedNote Edited: 0034570bug_revision_view_page.php?bugnote_id=0034570#r13932
2016-02-22 17:15HYBRID BEINGNote Added: 0034728
2016-03-01 13:59burnedNote Added: 0034776
2016-03-09 14:03HYBRID BEINGNote Added: 0034817
2016-03-09 14:06HYBRID BEINGNote Edited: 0034817bug_revision_view_page.php?bugnote_id=0034817#r14043
2016-03-09 14:07HYBRID BEINGNote Edited: 0034817bug_revision_view_page.php?bugnote_id=0034817#r14044
2016-04-13 06:50HYBRID BEINGNote Edited: 0034817bug_revision_view_page.php?bugnote_id=0034817#r14138
2016-08-23 12:39latias1290Note Added: 0035804
2016-08-23 12:43latias1290Note Edited: 0035804bug_revision_view_page.php?bugnote_id=0035804#r14433
2018-01-02 23:06burnedIssue Monitored: burned
2018-03-29 11:48HYBRID BEINGNote Added: 0038074
2018-04-16 10:26HuntthetrollIssue Monitored: Huntthetroll
2018-05-11 11:52BumberNote Added: 0038318
2018-05-11 11:53BumberNote Edited: 0038318bug_revision_view_page.php?bugnote_id=0038318#r15569
2018-05-11 12:46BumberNote Edited: 0038318bug_revision_view_page.php?bugnote_id=0038318#r15570

Notes
(0013030)
Heliman   
2010-09-27 18:07   
(edited on: 2010-09-27 18:24)
Do you have a reproducible save showing this?

EDIT: Found this to be totally Reproducible in arena mode, considering it a bug.

(0013351)
Quietust   
2010-10-13 13:32   
This is actually a longstanding bug - a quick test in Adventurer mode confirms that this was true even in 0.28.181.40d. Note that vertical bars and wall grates do block passage of creatures, but they're also vulnerable to building destroyers.
(0013418)
kuketski   
2010-10-19 22:17   
Confirmed in dwarf fortress mode in 0.31.16.
(0013435)
Narmio   
2010-10-20 18:03   
I remember checking this out in a 40d game, I thought it had to do with liquid flows. Creatures couldn't move through the fortifications naturally, but could be pushed through by flows. Is that consistent with what anyone else has observed? Can that be tested in Arena Mode?
(0013440)
kuketski   
2010-10-20 22:15   
@Narmio
i`ve observed it in 3 of my forts in 31.12, 31.14 and 31.16
and Heliman found this to be totally Reproducible in arena mode, considering it a bug.
(0016453)
Footkerchief   
2011-03-21 14:10   
rpetiger posted a save at 0004293: http://dffd.wimbli.com/file.php?id=4011 [^]
(0016462)
danaris   
2011-03-21 17:50   
I have had dwarves and tame animals pushed through wall grates in .18...
(0023851)
HYBRID BEING   
2013-02-14 23:56   
Not fixed as of v0.34.11.
(0023852)
Quietust   
2013-02-15 10:00   
Narmio: this is NOT what people are observing - indeed, when flowing liquids are involved, the tile generally does NOT contain 7/7 liquid (because it needs to be non-full in order for water to flow into it in the first place).
(0032091)
burned   
2015-01-27 17:51   
I've never thought of this as a bug.

My understanding of what Fortifications in DF represent are akin to battlements.

While something can rest on top of a fortification on the z level above, they do not create floors that you can walk on (nor do I believe they should) like a wall tile does.

To the point, if water is high enough creatures and items should be "pushed through" or more correctly flow between the crenels or over the merlons - which is exactly how it works.
(0033109)
HYBRID BEING   
2015-10-14 04:11   
(edited on: 2015-10-14 07:25)
@burned
I believe fortifications in DF stand for arrowslits, not merlons, making things like pathfinding, jumping, throwing, swimming, etc. through them a bug. Toady mentioned two days ago that "Old bug fixed with occupancy for units pushed by flows.", gotta make a mental note to test it, when it will be out.

(0034570)
burned   
2016-01-29 11:32   
(edited on: 2016-01-29 11:37)
@HYBRID BEING

If you look at the procedural castle walls, towers, and keeps that Toady designed in adventure mode - all fortifications are placed on top of walls and towers as battlements. They are never used as arrowslits with walls above them.

When you jump on top of them in adventure mode - you remain on the same z-level.

This indicates to me that this "bug" is intended behavior.

(0034728)
HYBRID BEING   
2016-02-22 17:15   
Well, crenels might be considered arrowslits without floor above them (https://upload.wikimedia.org/wikipedia/commons/8/86/Malta_-_Mdina_-_Lorenzo_Calleja_ditch_-_Il-Foss_tal-Imdina_03_ies.jpg [^]), but there is no indication that crenels are big enough for creatures to pass. In the first place, we are talking about a single z-level, if creature can't pass it unsubmerged, then it shouldn't be able to pass it submerged either.
As for the fact that creatures may end up occupying fortification (with a benefit of being able to exit to any direction), I'd go as far as to say it should be considered a bug.
PS: checked again in arena in v0.42.06 - behavior still present, was able to move alligator through a fully submerged fortification.
(0034776)
burned   
2016-03-01 13:59   
But, you can pass through them when they are NOT submerged.

This can be checked when climbing up or down a tower or castle wall in adventure mode. It's worth noting that you remain on the same z-level when you do so.
(0034817)
HYBRID BEING   
2016-03-09 14:03   
(edited on: 2016-04-13 06:50)
Sorry, i'm not very knowledgeable about adventure mode and how castles look. I tried several configurations in arena and wasn't able to climb into fortification.
What i'm sure, though, is that fortifications should work the same regardless of whether you climb into it, swim through a submerged one or walk through it (in context of single z-level, obviously).
I mean, if there is a hole big enough to fit through on the same z-level, then there should be no problem accessing it without climbing or swimming. But currently fortifications block movement and pathing unless submerged, so we either do away with this or account swimming and climbing through them a bug.

(0035804)
latias1290   
2016-08-23 12:39   
(edited on: 2016-08-23 12:43)
Still a bug (or feature? as discussed above) in 43.05.

(0038074)
HYBRID BEING   
2018-03-29 11:48   
Still not fixed in 44.08.
(0038318)
Bumber   
2018-05-11 11:52   
(edited on: 2018-05-11 12:46)
I think I may have encountered a related bug: 0010400. 7/7 water generated inside a cavern wall below a kobold site. You can swim right through the wall like it isn't there. Draining the nearby water with DFHack makes the wall solid again once the water dips below 7/7.

This would imply the issue is not limited to fortifications. Any tile that somehow ends up with 7/7 fluid could potentially be swum through.