Ok, so i promise this is not a rehash of a previous suggestion I made. But it is relevant, so please bear with me while I make the scenario:
I suggested before making one able to pave from stockpiles for large area paving, much the way we can use stockpiles for large area terraforming.
The obvious best argument against the idea is accidentally having the wrong stockpile too close and losing precious stores or worse, having the pavement a random hodge-podge of crappy looking crapness.
Well, I havent yet thought of a solution to make my paving idea work; But I have thought of a possible solution to having precious stockpiles of stone disappear into the ground while surveying. What about a new toggle to turn off "stone as dirt"? The default would still be on, so unless one turns it off, it would still pull from rock to level ground, but if someone thinks to turn it off, it will only pull dirt and leave stone piles untouched.
Speaking of toggles, it would also be nice of the client would remember all my toggle settings so when there's a crash or a client update, and I have to restart the client instead of just logging back in; I wont have to re select all my toggles.
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CaddoPuma
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Fierce_Deity
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Re: Are toggles the secret key to Lg area surveying?
Having large paving areas draw from stone piles sounds nice, +1 to that portion of the idea. The rest is kind of mumbo jumbo. If you are really that worried about paving with the wrong materials then you should just be more careful. Or if jorbtar thinks we are too ridiculous to handle that then they can add some way to assign stockpiles to be drawn from, kind of like with barterstads I guess.