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Author Topic: Mass pitting not working  (Read 694 times)

Paralyzoid

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Mass pitting not working
« on: September 13, 2018, 02:57:21 am »

I set up an execution room/arena for my prisoners fed by a pit 2 z-levels above the room, and I tested it by having my military rookies toss in some goblin recruits and disarmed bowmen. About half of the goblins don't make it through the floor hatches.

My structure:

z=0:
Code: [Select]
=======
|++++++
|+C++C+
|++++++
|+C++C+
|++++++
(=| is a wall, + is a floor/animal stockpile, C is a floor hatch)
...etc, except that it's a 12x12 room.

z=1: empty space
z=2: floor (under atom smasher)

Each floor hatch is forbidden (through t) and not pet accessible (through q). Goblins are stored in wooden cages, each right next to a floor hatch. Pit covers the entire 12x12 room.

Does anyone know what's going on?
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anewaname

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Re: Mass pitting not working
« Reply #1 on: September 13, 2018, 10:36:39 am »

There are a couple of threads on the issue, here and here.

And some wiki chat about it.

I do not know if there is any certainty on why it is happening, since it appears to work some of the time.
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Paralyzoid

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Re: Mass pitting not working
« Reply #2 on: September 15, 2018, 12:35:26 am »

I think I figured out what’s going on.

I have a constructed clay stone wall section that’s letting goblins climb up the side of the pit. The floor hatches don’t do anything to keep a climbing goblin out. Once the first goblin pops out, all the haulers stop what they’re doing, potentially releasing any goblin prisoners.

Time to widen the pit again :(
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Fleeting Frames

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Re: Mass pitting not working
« Reply #3 on: September 15, 2018, 02:02:55 am »

Why did you leave a hole they can get out from, though? Archery training?

PS: You can pit through unlinked retracting bridges to be extra-sure they're impassable.

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Re: Mass pitting not working
« Reply #4 on: September 15, 2018, 12:39:28 pm »

I think the "let" was an unintentional result of the constructed wall.
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Bumber

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Re: Mass pitting not working
« Reply #5 on: September 15, 2018, 07:00:03 pm »

Pretty sure you could easily fix it by putting an overhang of floors around the edge of z=1:
Code: [Select]
=======
|++++++
|+.....
|+.....
|+.....
|+.....

Climbers can't hold on to the edge of floors, and therefore can't get from z2 to z1. They can't grab them on the way down either.
« Last Edit: September 15, 2018, 07:02:57 pm by Bumber »
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Re: Mass pitting not working
« Reply #6 on: September 16, 2018, 12:12:31 am »

Or using constructed fortifications instead of constructed walls, since there may not be a room for overhang in design (climbers can't hold onto buildings either I've tested).

PatrikLundell

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Re: Mass pitting not working
« Reply #7 on: September 16, 2018, 03:18:47 am »

Or using constructed fortifications instead of constructed walls, since there may not be a room for overhang in design (climbers can't hold onto buildings either I've tested).
I'm not sure about that. My prisoner execution device uses a minecart shotgun to throw prisoners out of a cart, through a fortification, and down to an "exit" with atom smashing drawbridges triggered by a pressure plate. I had problems with prisoners hanging on to the upper level, which was smoothed natural stone, except for the carved fortification of course, and I'm fairly sure I've even seen them appear on the upper level after it was empty, indicating climbing (this causes dorfs recovering the minecart to be scared).
I changed the design to dig away an additional tile of stone at the upper level, resulting in a two tile deep section, rather than one, and have seen nobody hanging on/climbing since (although I've had cases with cages that did not throw their prisoners out, requiring a second attempt instead).
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Re: Mass pitting not working
« Reply #8 on: September 16, 2018, 04:07:02 am »

Derp. Constructed floodgates, not fortifications. Not sure what I was thinking, obviously fortifications aren't buildings.