Mining natural gallery breaks suspension of disbelief

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Re: Mining natural gallery breaks suspension of disbelief

Postby jorb » Mon Oct 09, 2017 1:38 pm

Still not a big deal.
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Re: Mining natural gallery breaks suspension of disbelief

Postby Potjeh » Mon Oct 09, 2017 2:19 pm

This is worse than nails on a chalkboard.
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Re: Mining natural gallery breaks suspension of disbelief

Postby joojoo1975 » Mon Oct 09, 2017 3:49 pm

jorb wrote:Still not a big deal.


does it make server crash? No but it still deals with aesthetics and player immersion into game reality

if they pre-generated, then make them trigger on any part of the gallery.
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Re: Mining natural gallery breaks suspension of disbelief

Postby Ukhata » Mon Oct 09, 2017 4:00 pm

Granger wrote:Please fix this, it really induces the tought of quitting H&H in me.


jorb wrote:Still not a big deal.


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Re: Mining natural gallery breaks suspension of disbelief

Postby Granger » Mon Oct 09, 2017 5:59 pm

Mining gallery mishap 2.png

REALLY?
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Re: Mining natural gallery breaks suspension of disbelief

Postby Granger » Mon Oct 09, 2017 6:32 pm

I just stacked the ore pile against that wall less than 30 sconds ago:
Mining gallery mishap3.png

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.
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Re: Mining natural gallery breaks suspension of disbelief

Postby MagicManICT » Mon Oct 09, 2017 6:48 pm

jorb wrote:Still not a big deal.


Potjeh wrote:This is worse than nails on a chalkboard.


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.

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.
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Re: Mining natural gallery breaks suspension of disbelief

Postby Granger » Mon Oct 09, 2017 7:12 pm

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.

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.

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.
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Re: Mining natural gallery breaks suspension of disbelief

Postby Potjeh » Tue Oct 10, 2017 1:40 pm

This is uglier than if you turned all textures in the game neon pink.
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Re: Mining natural gallery breaks suspension of disbelief

Postby Granger » Tue Oct 10, 2017 8:50 pm

This dosn't need a world reset, as Jorb stated:
viewtopic.php?p=593308#p593308
jorb wrote:They are calculcated when generated.


So it should simply be fixed, preferably ASAP. Please.

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.
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