Cavesweeper: Cave-In mechanics explained

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Re: Cavesweeper: Cave-In mechanics explained

Postby Zarxes » Thu Oct 01, 2015 6:51 pm

Very nice find!

Wouldnt be surprised if devs made caveins deadly now since this mechanic has been uncovered
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Re: Cavesweeper: Cave-In mechanics explained

Postby T4m4m0 » Thu Oct 01, 2015 6:53 pm

I think I fugured out best ways to dig tunnels: diagonally. Trying to path in a straight line didn't come out in anything good for me.
1) cave-ins, if happen, seem to be much smaller, might observe a mecanis it spreads, tho. In open caves cave-ins are spreading 6-8 tiles wide, while in diagonal tunnels it's 3 tiles at most
2) you can traverse diagonal tiles, making job of re-excavating the way easier.

After I've reached my node things became much easier. Nnnice.
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Re: Cavesweeper: Cave-In mechanics explained

Postby Sevenless » Thu Oct 01, 2015 7:14 pm

T4m4m0 wrote:I think I fugured out best ways to dig tunnels: diagonally. Trying to path in a straight line didn't come out in anything good for me.
1) cave-ins, if happen, seem to be much smaller, might observe a mecanis it spreads, tho. In open caves cave-ins are spreading 6-8 tiles wide, while in diagonal tunnels it's 3 tiles at most
2) you can traverse diagonal tiles, making job of re-excavating the way easier.

After I've reached my node things became much easier. Nnnice.


The counterpoint is that roads are nearly impossible to make diagonally (trust me, I tried). Roads become quite important time efficiency wise. Sure it takes an hour or two to build per 10 minimaps, but a single ore vein will easily be 50 trips back and forth. You can use containers to move more ore, and quick teleport with a road.
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Re: Cavesweeper: Cave-In mechanics explained

Postby goldfighterx » Fri Oct 02, 2015 7:22 pm

so is it safe to assume that there are no clusters of unstable mine walls as we don't have an indication about how many adjacent tiles are unsafe?
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Re: Cavesweeper: Cave-In mechanics explained

Postby shubla » Fri Oct 02, 2015 8:18 pm

Caveins are dangerous
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Re: Cavesweeper: Cave-In mechanics explained

Postby Sevenless » Fri Oct 02, 2015 8:29 pm

goldfighterx wrote:so is it safe to assume that there are no clusters of unstable mine walls as we don't have an indication about how many adjacent tiles are unsafe?


They definitely exist.
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