Stockpilus Gargantus

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Stockpilus Gargantus

Postby Onep » Sat Dec 03, 2016 9:50 pm

I know jorb was being sarcastic when he replied about stockpiles being bottomless, but it made me think.
What if stockpiles didn't have a set capacity but instead just continued to grow in size? The limit could be until they bump into something else while expanding.
So instead of a bunch of little piles of carrots, we could have one massive carrot mountain!
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Last edited by Onep on Sat Dec 03, 2016 10:41 pm, edited 1 time in total.
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Re: Stockpilus Gargantus

Postby jordancoles » Sat Dec 03, 2016 10:29 pm

+7
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Re: Stockpilus Gargantus

Postby loftar » Sat Dec 03, 2016 10:52 pm

I wouldn't necessarily mind it technically, I think, but one of the main problems might be how to produce graphics for them that could scale to arbitrary sizes.
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Re: Stockpilus Gargantus

Postby Granger » Sat Dec 03, 2016 10:55 pm

Sounds interesting. Could need some internal changes though, as the code checking bounding boxes would need to deal with dynamic ones instead of one fixed size per object type. Nothing that Loftar can't pull off imho, will just take some time.
Also the question of how to create the graphics client side isn't that trivial, within a certain limit scaling the existing graphics could do the trick before it becomes visually out of place... but maybe it could be solved by rendering overlapping copies of the existing stockpiles next to each other...?

But a good idea which I would like to see implemented.

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Re: Stockpilus Gargantus

Postby Onep » Sat Dec 03, 2016 10:56 pm

loftar wrote:I wouldn't necessarily mind it technically, I think, but one of the main problems might be how to produce graphics for them that could scale to arbitrary sizes.

Yeah, I kind of figured that'd be the hardest part of attempting to do something like this.
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The spleen is what the English call it,
We call it simply, Russian soul.”

An idea to consider: Tedium, a Feature.
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Re: Stockpilus Gargantus

Postby jordancoles » Sat Dec 03, 2016 11:03 pm

loftar wrote:I wouldn't necessarily mind it technically, I think, but one of the main problems might be how to produce graphics for them that could scale to arbitrary sizes.

Pyramid shape consisting of the full stockpile graphics paced around and on top of each other?
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Re: Stockpilus Gargantus

Postby Blueberry » Sat Dec 03, 2016 11:06 pm

Maybe...just use the texture from full crates? With a symbol of what's inside on top? Not at all pretty but it'd get the job done until better technicals were figured out.
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Re: Stockpilus Gargantus

Postby jordancoles » Sat Dec 03, 2016 11:10 pm

Blueberry wrote:Maybe...just use the texture from full crates? With a symbol of what's inside on top? Not at all pretty but it'd get the job done until better technicals were figured out.

Yeah, crate bundles wouldn't be terrible

Even if it was just a generic graphic and we labelled them ourselves
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Re: Stockpilus Gargantus

Postby Granger » Sat Dec 03, 2016 11:18 pm

Please no, at least use the graphics from existing stockpiles. Everything as create piles would look generic and boring.
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Re: Stockpilus Gargantus

Postby ricky » Sun Dec 04, 2016 12:18 am

I would be perfectly okay with using the current stockpile graphics, just allow us to connect all of the stockpiles to one menu

for example, you designate a 2x2 area to be a carrot stockpile, which holds 240 carrrots and uses 4 individual carrot stockpile graphics

perhaps the larger the stockpile, the more it can hold aswell, so a 2x2 stockpile can hold more than 4 individual stockpiles
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