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Fostik
- Posts: 2525
- Joined: Tue Jul 05, 2011 4:08 pm
- Location: EU
Light in caves
Make it so that when you using light source in cave it will significantly decrease chance of cavein
Known as zunzon. Contact discord: zunzon.
My experience of market building in W13
My experience of market building in W13
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CloudJhi
- Posts: 456
- Joined: Thu Aug 09, 2012 11:06 am
- Location: The Pearl of the Orient
Re: Light in caves
Actual incentive to mine as god intended. +1
W3 to W6 - Blockland. Special mentions: New Avalon, Tarn of Hotdog, Red October.
W7 - Elvenia, til we all got lazy.
W8 - Cult of R'lyeh, til the deeps called us back.
W9 - Tartarus, til death/wizards came for the land itself.
W10 - ???, ruined and forgotten.
W7 - Elvenia, til we all got lazy.
W8 - Cult of R'lyeh, til the deeps called us back.
W9 - Tartarus, til death/wizards came for the land itself.
W10 - ???, ruined and forgotten.
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Hrenli
- Posts: 1169
- Joined: Mon Mar 21, 2016 1:39 pm
Re: Light in caves
The is a problem though. Right now cave-ins aren't controlled by RNG, so there is no chance to decrease. There are tiles which would trigger a cave-in and there are tiles which don't. How exactly are you proposing to apply light on that scheme? Is the proposal to make cave-ins from those special tiles random instead of certain depending on the amount of light?
Too old to rock-n-roll, too young to die.
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MagicManICT
- Posts: 18435
- Joined: Tue Aug 17, 2010 1:47 am
Re: Light in caves
My mistake. I completely read the thread wrong. Thread open.
Opinions expressed in this statement are the authors alone and in no way reflect on the game development values of the actual developers.