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jorb
- Posts: 18715
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- Location: Here, there and everywhere.
Re: Mining natural gallery breaks suspension of disbelief
Still not a big deal.
"The psychological trials of dwellers in the last times will be equal to the physical trials of the martyrs. In order to face these trials we must be living in a different world."
-- Hieromonk Seraphim Rose
-- Hieromonk Seraphim Rose
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Potjeh
- Posts: 11825
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Re: Mining natural gallery breaks suspension of disbelief
This is worse than nails on a chalkboard.
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joojoo1975
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Re: Mining natural gallery breaks suspension of disbelief
does it make server crash? No but it still deals with aesthetics and player immersion into game realityjorb wrote:Still not a big deal.
if they pre-generated, then make them trigger on any part of the gallery.
To Protect The Helpless From The Heartless
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Ukhata
- Posts: 712
- Joined: Wed Jan 29, 2014 9:20 am
Re: Mining natural gallery breaks suspension of disbelief
Granger wrote:Please fix this, it really induces the tought of quitting H&H in me.
savagejorb wrote:Still not a big deal.
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Granger
- Posts: 9255
- Joined: Mon Mar 22, 2010 2:00 pm
Re: Mining natural gallery breaks suspension of disbelief
REALLY?
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⁎ Mon Mar 22, 2010 ✝ Thu Jan 23, 2020
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Granger
- Posts: 9255
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Re: Mining natural gallery breaks suspension of disbelief
I just stacked the ore pile against that wall less than 30 sconds ago:
This is getting more disappointing by the minute.
In case you had made the galleries pulverize the void tiles to drop the ore: ok
In case you had made the galleries stop before entering into already explored tiles: ok
This implementation: NOT.
In case you had made the galleries pulverize the void tiles to drop the ore: ok
In case you had made the galleries stop before entering into already explored tiles: ok
This implementation: NOT.
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⁎ Mon Mar 22, 2010 ✝ Thu Jan 23, 2020
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MagicManICT
- Posts: 18435
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Re: Mining natural gallery breaks suspension of disbelief
jorb wrote:Still not a big deal.
I don't know about all that, and agree that it's not a big deal as far as game mechanics go, but it is a thing, and it is part of the aesthetic of the game. Aesthetics are one of the things that make a game endearing to the players.Potjeh wrote:This is worse than nails on a chalkboard.
If I understand, it'd require a big rewrite of the design of the galleries (and map gen), so do understand the reluctance to change it, or at least the time commitment it may take.
Opinions expressed in this statement are the authors alone and in no way reflect on the game development values of the actual developers.
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Granger
- Posts: 9255
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Re: Mining natural gallery breaks suspension of disbelief
Should they be pre-generated in the map get then mining into the gallery at any point should be able to trigger it - which it dosn't.MagicManICT wrote:If I understand, it'd require a big rewrite of the design of the galleries (and map gen), so do understand the reluctance to change it, or at least the time commitment it may take.
So my money is on a runtime implementation (possibly triggered by special tiles that have been generated at mapgen) that should be able to stop before intersecting already mined areas.
⁎ Mon Mar 22, 2010 ✝ Thu Jan 23, 2020
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Potjeh
- Posts: 11825
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Re: Mining natural gallery breaks suspension of disbelief
This is uglier than if you turned all textures in the game neon pink.
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Granger
- Posts: 9255
- Joined: Mon Mar 22, 2010 2:00 pm
Re: Mining natural gallery breaks suspension of disbelief
This dosn't need a world reset, as Jorb stated:
viewtopic.php?p=593308#p593308
And it would be easy:
Either generate the list of tiles the gallery should have with the same mechanic as of now, then do a pass (starting with tile#2 in the list) and determine the first tile that is surrounded by a non-void tile in any of the four cardinal directions, if one is found cull the list starting with that to the end, then apply the remainder of the list to the world.
In case you prefer only one pass then do the check for non-void in the cardinal directions before every tile you add to the world (just skip the check on the prior tile), on a positive result simply abort.
I'm confident Loftar is able to add that check within a hour.
viewtopic.php?p=593308#p593308
So it should simply be fixed, preferably ASAP. Please.jorb wrote:They are calculcated when generated.
And it would be easy:
Either generate the list of tiles the gallery should have with the same mechanic as of now, then do a pass (starting with tile#2 in the list) and determine the first tile that is surrounded by a non-void tile in any of the four cardinal directions, if one is found cull the list starting with that to the end, then apply the remainder of the list to the world.
In case you prefer only one pass then do the check for non-void in the cardinal directions before every tile you add to the world (just skip the check on the prior tile), on a positive result simply abort.
I'm confident Loftar is able to add that check within a hour.
⁎ Mon Mar 22, 2010 ✝ Thu Jan 23, 2020