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« on: March 04, 2013, 11:02:22 pm »
OP here: I want to be clear, There are very real computational barriers to making mining more realistic by adding rubble and physically realistic mining products. Tracking rubble, and pathfinding through rubble is not really in the spirit of the game. Additionally Toady himself has said repeatedly that he doesn't want to commit to defining the size of a tile which I understand as the choice of someone writing a game.
So I was suggesting a very specific mechanic. Mining products are all standing up, no two can occupy the same square without falling.
This is a very simple substitute for volume. It does not require taking spoonfuls of rubble away from your dig site. everything about the game would be the same except the order in which your dwarves haul stone, and maybe stonefall traps.
so
The realism added is like, a whole physical law. it's a good compromise between the minutia of adding and managing gravel managing rubble and the utter ridiculousness of a dwarf just mining by himself to HFS and bringing back what he found.
The whole point of having an AI do the hauling for you is so that the game can feel realistic, without feeling tedious. It stands to reason that a barrier to adding more realism, is the inability to add corresponding AI.
so I'm curious where this rule could break the AI, and what might be possible solutions in that case, because I think it's worth hashing out a little