Mine Carts

Thoughts on the further development of Haven & Hearth? Feel free to opine!

Mine Carts

Postby Arcanist » Wed Jul 31, 2013 3:37 am

I know this idea has been suggested before, but the suggestions I read were poor.

Image

Image

First off:

New Items

Tracks:
Cost to craft - 1 nugget of Wrought, 1 Nugget of Cast/Bronze
You get 10 tracks, 1x1 in inventory

Sleepers:
Cost to craft - 4 blocks
1x3 in inventory

The Tracks

Would have the same mechanism as fences, passable, destroyable. High SOAK and High Hitpoints.

Initial cornerpost:
Cost to build - 1 Bar of steel, 10 Tracks, 20 Sleepers

Segments:
Cost to build - 2 rails, 2 sleepers

Corner Segment:
Cost to build - 6 rails, 6 sleepers

Multi Segment:
Cost to build - 5 steel nuggets, 10 rails, 10 sleepers

End Segment:
Cost to build - 2 rails, 2 sleepers, 4 boards, 4 blocks

The Carts

Mine Cart 1x1
Cost to build: 1 steel bar, 1 cast/bronze bar, 1 wrought, 6 boards, 5 blocks
Holds 4 liftable objects (not boats or minecarts) OR 1 Hearthling.
Liftable when empty

Handcar 1x2 / 2x1
Cost to build: 2 Steel Bars, 1 Cast/Bronze Bar, 2 Wrought Bars, 6 boards, 20 Blocks
May seat 1 or 2 hearthlings
Liftable


How It Works

You build an initial corner, and it becomes a multi piece. From it you get the option to extend n/s/e/w. From those extensions you will get the option to either extend, Build a multi piece, corner piece, or a End piece.
If you build a multi, you will get the same option to extend in any direction not occupied.
If you build a corner, from that corner you will get the option to build in any direction off it. After the first section is built, it becomes sealed and you may only build in that direction.
If you build an end piece, you get no further options.

When a multi piece is on the ground, on the segments next to it you will get the option 'join' if it's not currently joined. Only two segments may be 'joined' at any one time. When the third becomes joined, the first to be joined will become unjoined. The Carts will follow this join as they move along the track.

The carts may not be built on the track, but may be placed onto the track. If there is a single cart on the track then it can be pushed by a hearthling along the track at walk speed. This will be similar to a plow. You right click the cart on a north/south segment and you get the option to "Push North" or "Push South" the same respective to a East/West or a North/East corner, a cart on an end peice will only get one push option. The hearthling will then push the cart until he runs out of stamina, the cart reaches an end piece or another cart, or it reaches the end of the line, in which case the cart will fall off the track and be un movable unless empty (Then it will be liftable)

Alternatively a hand cart may be used to push up to 10 carts. With one hearthling in the hand cart they will get the option to push north/south/east/west the same as pushing a single cart. This will use stamina depending on your nature/industry slider, and con, str level (very rapid for newbies, slower for developed hearthlings). If one hearthling is on the hand cart, using it, it will move at run speed when not pushing anything, crawl speed when pushing up to 10 carts. If two hearthlings are using it, then sprint speed with no load, walk speed with a load.
The same as a battering ram, if you run out of stamina, you stop using it, and it holds hearthings like a boat/wagon.
The train will continue to be pushed until: both hearthlings run out of stamina, or the number of pushed carts becomes more than 10, or an end piece is reached, or it runs out of track. If it simply runs our of track, the end cart will fall off the track and must be emptied to be moved back on the track.
If the end of the track is reached, and there is an object blocking the tile which the end cart would fall on, the cart stays on the track but receives 50% damage and is unusable until it's repaired.

Mine carts may also be build outside, the rails will decay at roughly the same rate as a unclaimed brick wall regardless of claim, at 75% they become unusable. Repaired with a nugget of bronze/cast/wrought/steel. The minecarts however will decay rapidly when left outside (2 or 3 decay hits), and can be repaired with the same.
They will recieve no decay in a mine.

I don't think I've forgotten anything.
Last edited by Arcanist on Wed Jul 31, 2013 4:53 am, edited 2 times in total.
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Re: Mine Carts

Postby dagrimreefah » Wed Jul 31, 2013 4:13 am

great idea +1
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Re: Mine Carts

Postby dvsfx92 » Wed Jul 31, 2013 4:19 am

Nice! How about a pump cart aswel to travel fast on the tracks for those with long tunnel systems maybe has a smaller cargo hold then the other carts but two hearthlings can ride at once
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Re: Mine Carts

Postby Arcanist » Wed Jul 31, 2013 5:14 am

dvsfx92 wrote:Nice! How about a pump cart aswel to travel fast on the tracks for those with long tunnel systems maybe has a smaller cargo hold then the other carts but two hearthlings can ride at once


That's the handcar
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Re: Mine Carts

Postby SuperNoob » Wed Jul 31, 2013 11:24 am

you went from tracks to rails...also easier to compare it to road building. push the cart in that direction instead of following path in direction.

I think 4 objects seems a little underpowered though, but more than that is going to get crazy. don't forget if you pave first you can actually build a cart in a cave(and move at run speed if you pave the path), and since carts are much cheaper to build and have no drawbacks to the way they move you'd want more from mine carts.

then again, don't most people put their hf where they're mining and warp in with a boat?

I like the idea, but the more I think about it the more redundant it seems...
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Re: Mine Carts

Postby Savori » Wed Jul 31, 2013 1:54 pm

And then u ride over and kill a poor troll who comes on its way :)
No trees were killed by this post, but a large number of electrons were terribly inconvenienced.
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Re: Mine Carts

Postby krikke93 » Wed Jul 31, 2013 3:00 pm

Great idea!
Hope you have a great day
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Re: Mine Carts

Postby Arcanist » Wed Jul 31, 2013 3:43 pm

SuperNoob wrote: don't forget if you pave first you can actually build a cart in a cave(and move at run speed if you pave the path), and since carts are much cheaper to build and have no drawbacks to the way they move you'd want more from mine carts.


You no longer need to pave, since you can no longer pave on mined tiles.

SuperNoob wrote:then again, don't most people put their hf where they're mining and warp in with a boat?


Abuse of fast travel mechanics much?
This solution would idealy be in a haven without fast travel.
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Re: Mine Carts

Postby SuperNoob » Thu Aug 01, 2013 5:40 am

Arcanist wrote:Abuse of fast travel mechanics much?

how could that be considered abuse? doesn't everyone leave their walls by warping in or out? if you're warping in or out you may as well warp closer to where you're going...

even without fast travel options, this does nothing you can't already do with a cart(mined tiles don't need to be paved for building, pulling a cart at run speed, or sprinting but cave surface does). so like I said its redundant and has much higher material costs so probably won't be used much if at all...still a neat idea though, maybe if the game changes alot and certain tweaks are made I could support it.
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Re: Mine Carts

Postby Arcanist » Thu Aug 01, 2013 6:16 am

Yeah, with the current mechanics it's best to do HF > idol

With the mine carts, you could take 40 liftable objects eg. logs, or LCs of ore along a long distance in one go. With a cart you can only take 4
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