So any suggestions for fixing such a situation?
It's a bit crazy-making honestly since every small sliver of digging that gets done exposes more damp sand/chert and a cancellation of the designation. I wish there was a way to select a "dig without interruption" mode (maybe similar to the "marker only mode" that just doesn't cancel, which yeah is risky but man would it make my job easier right now.
For anyone that doesn't know:
In announcements.txt, remove ":P:R" from "[DIG_CANCEL_DAMP:A_D:D_D:P:R]". That'll stop it from pausing and re-centering your screen. You'll still have to re-designate, though.
The way I deal with that kind of digging (e.g. above the magma sea, where all tiles are "hot") is to dig an outline tunnel (with a bazillion cancellations) and then designate one layer inwards at a time, which means those will be dug without cancellations, as they're revealed already. In my case it's typically around candy spires, so I don't want to dig too deep, but otherwise the "dig around this" tunnel would instead be at the center, so digging can take place at the outside layer as well as the inside one.
For anyone that doesn't know:
In announcements.txt, remove ":P:R" from "[DIG_CANCEL_DAMP:A_D:D_D:P:R]". That'll stop it from pausing and re-centering your screen. You'll still have to re-designate, though.
Yep, luckily that's one of the few edits I always make before I start playing (along with stopping it pausing an re-centering whenever there's a birth), which helps. The re-designation is what's driving me nuts, but yeah, if it were pausing and moving my camera each time... urgh. >_<
Magma can sometimes burn away mud, but that's a lot of work, and it can start fires in cave moss growing on top of it, resulting in ash on the floor, and the usual issues with dorfs and fire.
I love the changes too!
I embarked on a marsh with a light aquifer. I dug a staircase a few levels down through the aquifer, so now my staircase has a built in mist generator from the water dripping from the wall. My dwarves now have happy thoughts about being near a waterfall when they go down the stairs!
Try digging out an extra light-aquifer tile around the stairwell, plus one additional, in each direction (N,S,E,W).
That should provide enough water-source-tiles to provide more consistent flow.
The light aquifer throws me off with how slow it is in order of how to proceed with the problem of plugging it up which is the easy part, and how to exploit the now slow trickle buildup rather than consistent flow (which is the challenge since in exchange it'll not be possible to have fast watermills or quickly refilling basins from just ground-water)
Which ill say is a good thing that will require me to re-learn the game as a fresh challenge.
...Aquifers could have a rating indicating how much time passes before it releases water, based on biome data. Then, because aquifers one of the places where rain water and melted snow flows to, the rating would change during the seasonal changes for each biome.
Maybe we should have medium aquifers that are somewhat in between the old ones and the light aquifers in terms of speed of filling up?
...Aquifers could have a rating indicating how much time passes before it releases water, based on biome data. Then, because aquifers one of the places where rain water and melted snow flows to, the rating would change during the seasonal changes for each biome.
Maybe we should have medium aquifers that are somewhat in between the old ones and the light aquifers in terms of speed of filling up?
Summer has arrived and my near-polar fort is drowning because of the melting snow!