So basically destroying a possibility of ones hermits to live and hide from rest of the world under lakes and water bodies, where there's protection from above.Jackwolf wrote:Oceans should block mine levels all the way down to level 5. Rivers should block level 1, possibly 2. Lakes should block Levels 1 and 2, possibly 3.
You should be able to mine a few, and a mean a very few, tiles into whatever is blocking things - scaling the farther you go down. Perhaps 5 tiles or so per level. This would make it possible to cave-bridge some small rivers at their thinnest point, as well as some lakes. This gives islanders opportunity to dig further out than their current surface area while keeping them from being ridiculous. Perhaps even make it so you can go 10 tiles out beneath saltwater, as oceans tend to have less sharp of a depth drop than fresh water might. This also brings out the slim possibility of making tunnels to close by islands, and nothing more.
- I don't care if this means you can't dig beneath someones island village to destroy them, that's part of the benefit of living on a secluded island. Siege them by sea like the real Knarr sailing Hearthlings you are.
- It has nothing to do with the cost differences between Knarr building and mining long tunnels, it has to do with sensibility and the methods of which we use in the setting.
- The https://en.wikipedia.org/wiki/Channel_Tunnel isn't possible at our tech level for Haven, but something on a smaller scale might be.
- The fact that you can walk around a lake matters not, it's still a body of water with depth and should block the underground.
- 5 "minimaps" of distance is excessively too far.
- Yes this will make living on an island an inconvenience, but the benefits lie in the fact that you're pretty damn well defended if you do it right
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Aceb
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Re: Undersea Tunnels
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Jackwolf
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Re: Undersea Tunnels
Obviously you didn't read everything, as I stated above you can still mine underneath a lake at level 3 or 4.
Beezer12Washingbeard: If poo mechanics were implemented, mercury could cure constipation wounds
magisticus: Most of us avoid making jokes like this because there is always a risk Loftar might think it's a good idea and we all have to re-design our villages for sewerage. -6/29/17
magisticus: Most of us avoid making jokes like this because there is always a risk Loftar might think it's a good idea and we all have to re-design our villages for sewerage. -6/29/17
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Granger
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Re: Undersea Tunnels
Please read what you quote.Aceb wrote:So basically destroying a possibility of ones hermits to live and hide from rest of the world under lakes and water bodies, where there's protection from above.Jackwolf wrote:Oceans should block mine levels all the way down to level 5. Rivers should block level 1, possibly 2. Lakes should block Levels 1 and 2, possibly 3.
⁎ Mon Mar 22, 2010 ✝ Thu Jan 23, 2020
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Aceb
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Re: Undersea Tunnels
I did. Blocking 3 levels by lakes is blocking hermits possibilities to hide under water. It might still work for level 2 and 3, but level 4 and 5 spawns too much slimes, that reduces abilities of simple hermits of digging there and creating succesful hidden hermitage. And hiding under rivers is giving only a little of space.
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Jackwolf
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Re: Undersea Tunnels
Hence why I said possibly 3, as I personally don't know what sort of cut off would be appropriate as far as the depth. If leaving level 3 available keeps the spawns at a temperate ratio while also including the needed effort of two-to-three mineholes to get to then I see no real downside on either side.
On a side note, living under a river doesn't give terribly little space. Especially if one is careful in their set up, leaving their most valuable things directly underneath walled together, while branching out for the rest of their base.
On a side note, living under a river doesn't give terribly little space. Especially if one is careful in their set up, leaving their most valuable things directly underneath walled together, while branching out for the rest of their base.
Beezer12Washingbeard: If poo mechanics were implemented, mercury could cure constipation wounds
magisticus: Most of us avoid making jokes like this because there is always a risk Loftar might think it's a good idea and we all have to re-design our villages for sewerage. -6/29/17
magisticus: Most of us avoid making jokes like this because there is always a risk Loftar might think it's a good idea and we all have to re-design our villages for sewerage. -6/29/17
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azrid
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Granger
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Re: Undersea Tunnels
Wasn't there also something about claims preventing mobs from spawning?
⁎ Mon Mar 22, 2010 ✝ Thu Jan 23, 2020
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Jackwolf
- Posts: 914
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Re: Undersea Tunnels
Good point Granger. Though I think level 3 would still be best kept free under lakes, as it make it relatively easy for solos and small groups who aren't part of the hardcore groups to dig down to and beneath.
Beezer12Washingbeard: If poo mechanics were implemented, mercury could cure constipation wounds
magisticus: Most of us avoid making jokes like this because there is always a risk Loftar might think it's a good idea and we all have to re-design our villages for sewerage. -6/29/17
magisticus: Most of us avoid making jokes like this because there is always a risk Loftar might think it's a good idea and we all have to re-design our villages for sewerage. -6/29/17
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Granger
- Posts: 9255
- Joined: Mon Mar 22, 2010 2:00 pm
Re: Undersea Tunnels
I don't agree though with underground bases the way as they're currently possible, as they're way too easy compared to creating similar setups on the surface. See viewtopic.php?p=760070#p760070
⁎ Mon Mar 22, 2010 ✝ Thu Jan 23, 2020


