No cavein tiles in natural cave tiles.

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No cavein tiles in natural cave tiles.

Postby Djekke » Thu Feb 21, 2019 4:45 pm

All tiles in a natural cave and any opened cave gallery shouldn't be cavein tiles.

If I dig a cave wall and see a dust, it's logical to think that it shows on one of the untouched tiles.
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Re: No cavein tiles in natural cave tiles.

Postby MagicManICT » Thu Feb 21, 2019 6:41 pm

Why is it logical? Just because the section is "carved naturally" doesn't mean it can't collapse if you further destabilize the area. And as explained by jorb, a natural gallery is basically a form of cave-in where it opens up to a cavern rather than onto your head.
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Re: No cavein tiles in natural cave tiles.

Postby Sevenless » Thu Feb 21, 2019 6:48 pm

Logical or not, it's an annoying mechanic that doesn't really add anything to the game.
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Re: No cavein tiles in natural cave tiles.

Postby Djekke » Thu Feb 21, 2019 6:52 pm

MagicManICT wrote:Why is it logical? Just because the section is "carved naturally" doesn't mean it can't collapse if you further destabilize the area. And as explained by jorb, a natural gallery is basically a form of cave-in where it opens up to a cavern rather than onto your head.

It's logical, because you can not dig an empty tile to cause cavein. So why there any of them exist? (cavein tiles that generated empty)
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Re: No cavein tiles in natural cave tiles.

Postby MagicManICT » Thu Feb 21, 2019 7:17 pm

Djekke wrote:It's logical, because you can not dig an empty tile to cause cavein.

Rock is inherently unstable when you dig out too much, not because you hit "one section of the wall." You have to create a game mechanic out of this, though, so we have our system. That doesn't mean caves cant be unstable. If anything, I'd argue that an unstable tile that is missing (say in a natural cave, dug out with supports, or whatever) should make other nearby tiles more unstable increasing the likelihood of any cave-in--go from 0-3 dust typically to 6-8.

Of course, that would probably make the first levels a tad too difficult.

Sevenless wrote:Logical or not, it's an annoying mechanic that doesn't really add anything to the game.

It adds danger because even in a natural tunnel, these tiles can still be activated when everything really breaks in a chain reaction.
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Re: No cavein tiles in natural cave tiles.

Postby Sevenless » Thu Feb 21, 2019 9:22 pm

There's no reward for that risk other than a slight amount of time saved mining around it. The only time you actually mine through it is when it cleaved your vein in half.

I know I'm not alone in saying these are annoyances that feel out of place for most people due to how they're implemented.
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Re: No cavein tiles in natural cave tiles.

Postby MagicManICT » Fri Feb 22, 2019 5:53 am

Sevenless wrote:I know I'm not alone in saying these are annoyances that feel out of place for most people due to how they're implemented.

I completely agree that the natural galleries need more reward.
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