New minehole mechanics

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LadyV
Posts: 3113
Joined: Wed Jan 25, 2012 2:34 am

Re: New minehole mechanics

Post by LadyV »

Ashghan wrote:LadyV - was the minehole floor the 'created by building' type or was it a natural cave passageway that was underneath the mine hole? Because it might be the case that the minehole floor doesn't replace the cave floor if it finds it underneath. Can this be verified? Ie. build minehole over natural cave and check floor id?
I used to get them to rarely spawn on lower level minehole floors. ie. below cave level. They are rare but they do happen.
mvgulik
Posts: 4101
Joined: Fri May 21, 2010 2:29 am

Re: New minehole mechanics

Post by mvgulik »

Ashghan: Good point.

---

I'm leaning even more to LadyV side now.

Just to be sure, I think 2 screenshots are in order.
- One for below cave-level (any level). As general confirmation.
- And one for cave-level, to exclude the possibility that that level is treated differently in this case. (kinda hard to do of course if this level is treated differently.)
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Xcom
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Joined: Wed Dec 14, 2011 1:43 pm

Re: New minehole mechanics

Post by Xcom »

Cave floors are replaced by minehole tiles.

I must have spent hours on hours for years on end next to mineholes. If curios ever did spawn on them I most certainly would have noticed them and picked a few curios. I can confirm with high certainty that they never do spawn anything.
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LadyV
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Joined: Wed Jan 25, 2012 2:34 am

Re: New minehole mechanics

Post by LadyV »

Xcom wrote:Cave floors are replaced by minehole tiles.

I must have spent hours on hours for years on end next to mineholes. If curios ever did spawn on them I most certainly would have noticed them and picked a few curios. I can confirm with high certainty that they never do spawn anything.
Standing next to them does not allow them to spawn new curios now does it? Its the same as any area. You stay there nothing new appears. Now considering they are such a small space to spawn it would be very rare. I know what I have seen and collected Xcom.
Magisticus
Posts: 117
Joined: Fri May 20, 2011 2:25 pm
Location: Tavistock, Devon, UK

Re: New minehole mechanics

Post by Magisticus »

Well, if true could be a good source of l50+ cavebulbs for all
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Karede
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Joined: Mon Jun 03, 2013 6:10 am

Re: New minehole mechanics

Post by Karede »

When was this?
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Arcanist
Posts: 2664
Joined: Mon Mar 19, 2012 2:01 pm

Re: New minehole mechanics

Post by Arcanist »

Ashghan wrote:LadyV - was the minehole floor the 'created by building' type or was it a natural cave passageway that was underneath the mine hole? Because it might be the case that the minehole floor doesn't replace the cave floor if it finds it underneath. Can this be verified? Ie. build minehole over natural cave and check floor id?
Even a minehole to level one that appears above cave tiles will change the type.
This can be seen using union client, the minehole tiles appear pink on the minimap.

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