Prelude: World 11

Announcements about major changes in Haven & Hearth.

Re: Prelude: World 11

Postby Yorla » Tue Jan 22, 2019 11:14 am

Granger wrote:Or skip these and let them drown should they dig too far.


I understand that you never had a miner in W10 or just hate your toons. :/ Unminable tiles sound much more reasonable.
And why not just deep lake mirroring the surface ocean? That would at least break roads. With no shallows, so building a knarr would be impossible and monsters if you will to stop boats. Make the journey dangerous, but not impossible.
And here I should apologize for my spelling... But I won't! Deal with it :P
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Re: Prelude: World 11

Postby GRAFINYATV » Tue Jan 22, 2019 11:23 am

why recycle the food system, the saturation and the table? :shock:
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Re: Prelude: World 11

Postby Hrenli » Tue Jan 22, 2019 11:34 am

GRAFINYATV wrote:why recycle the food system, the saturation and the table? :shock:


Becuase it's FUBAR atm.
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Re: Prelude: World 11

Postby Scilly_guy » Tue Jan 22, 2019 3:57 pm

Yorla wrote:
Granger wrote:Or skip these and let them drown should they dig too far.


I understand that you never had a miner in W10 or just hate your toons. :/ Unminable tiles sound much more reasonable.
And why not just deep lake mirroring the surface ocean? That would at least break roads. With no shallows, so building a knarr would be impossible and monsters if you will to stop boats. Make the journey dangerous, but not impossible.


I suggested earlier in the thread that there should be a new type of tile, more common the further you get from mined/cave area on the level above. These tiles are mineable but not supportable (ie supports do not effect them) and drop deep water tiles, "flooding" our mines. Caves would not spawn under the oceans.
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Re: Prelude: World 11

Postby Granger » Tue Jan 22, 2019 4:46 pm

Yorla wrote:
Granger wrote:Or skip these and let them drown should they dig too far.


I understand that you never had a miner in W10 or just hate your toons..

Let me make a slight joke from time to time please, will you?
⁎ Mon Mar 22, 2010 ✝ Thu Jan 23, 2020
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Re: Prelude: World 11

Postby Zentetsuken » Tue Jan 22, 2019 4:59 pm

Granger wrote:
Yorla wrote:
Granger wrote:Or skip these and let them drown should they dig too far.


I understand that you never had a miner in W10 or just hate your toons..

Let me make a slight joke from time to time please, will you?


It's a slippery slope ...
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Re: Prelude: World 11

Postby MrPunchers » Tue Jan 22, 2019 5:20 pm

nice
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Re: Prelude: World 11

Postby pppp » Tue Jan 22, 2019 6:04 pm

Make it so mining under the ocean opens deep water tile so there is no way to place a support. Then leave normal cave-in mechanics, possibly with slightly more than normal percentage of cave-in tiles, Water tiles make it impossible to memorize caveins, except by custom clients or on external sheet.
That will make roads impossible and water tunnel if it is ever built, will be paid with hard work and numerous deaths. And most likely it will be still a cancer to navigate.
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Re: Prelude: World 11

Postby Lunarius_Haberdash » Tue Jan 22, 2019 6:24 pm

Granger wrote:https://en.wikipedia.org/wiki/Mariana_Trench

And some unmineable neutronium walls that separate the characters from the water.
Or skip these and let them drown should they dig too far.


This would be my solution (Yes, either of them). The ocean should definitely be mirrored underground to prevent road building to bypass the oceans.
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Re: Prelude: World 11

Postby Yorla » Tue Jan 22, 2019 6:25 pm

Granger wrote:Let me make a slight joke from time to time please, will you?


Nope. Not without warning me in advance.
And here I should apologize for my spelling... But I won't! Deal with it :P
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