If we are moving towards dumping of liquids, will other cart contents be the same? Can this occur mechanically/automatically (something built on the track is designed to tip cart bins over and dump the contents out when the cart rolls by) or are you leaning towards manual dumping only?
I'd like to allow automatic dumping of any object. Quantum stockpiling is exacerbated by this, but I'm not really bothered by that at this stage of the game.
As part of the flying minecart physics, did you decide on a tile size?
Assuming gravity works like real world gravity and you can invent a time unit (obviously not linked to the dwarf mode calendar, which moves too fast for this), then a choice has been made. It wouldn't make any fewer dragons fit in the tile though. I think for the purposes of the minecarts it turned out to be 2m x 2m x 3m with 10 clicks / second, but it isn't that important or far-ranging in effect.
How does the lack of skill-based mining effect ore mining? I don't care much if there are fewer boulders around, but I normally mine around the ore/gems until I can get a 100% drop rate- it'd suck if I'm limited to random chance.
Probably close to Monk's question, but what about gems? Especially the ones that only show up in really small clusters like the colored diamonds? Will those always drop a chunk? Or are they subject to the same whims of the RNG as the normal stone, with a high chance of completely ruining that one tile of clear diamond even with a legendary miner? Something in between?
Toady, could you clarify the above quote's meaning? Also, what is the motivation for this change?
I'm disappointed with the mining changes. I was expecting at least:
1)Heavy boulders too heavy for a dwarf to carry
2)Clutter in the floor slowing down movement
Will legendary miners still have a 100% drop rate, or will this be reduced too? Could we have some rough numbers?
When you say "dropped skill-based mining drop rates," does that mean you've lowered the rate at which stone drops when mined, or that you've eliminated the effect skill has on mining drop rates?
When you say "net positive", what do you consider the positives and the negatives of various rubble and stone sizes?
Is it, as DG hinted, that you would like to make mining slower and more complex by making players have to clear rubble so that mining huge patches isn't easy, and see such complexity as a positive, but that you are both worried about player backlash over a change in the system and that the game lags when more items are added into the game?
Or is it, alternately, that you see slowing down player mining in general as a negative to be avoided, and merely that giving mine carts a use was the positive?
Can we get some clarification about this statement?
I didn't like the weird clunky metagame surrounding mining skill, so I made the drop rates uniform. Gems drop at 100%. Ore drops like rock, but you get more bars per ore now. Stone drop is 25% now, I think, but the ore change makes it closer to legendary bar numbers for those. There seems to be plenty of rock around, and I'm not sure which megaprojects would actually be affected, but we'll see how that goes.
I'm leaning against impossible-to-move rocks as a short term goal because I'd need to change how all of the stone-based jobs work, which would require another smaller rock object for things like crafts (or a wheelbarrow for every crafts job, which is odd). Theoretically you could have a boulder breaking job that creates smaller rocks when you need them without creating too much spam. That leaves furniture and construction jobs -- having to use a wheelbarrow for every one of those is sort of a killer too. The wheelbarrow-to-every-else quotient starts to get high and cluttered looking, similar to not having forks or other little tools for every little thing in fortress mode. Having wheelbarrows used for just stockpile hauling seems safer.
Regarding rubble, I'm sure people that voted for hauling are all over the place, but it seems like it would create the exact problem I'm supposed to be fixing. I don't think it would be fun to have to devote a lot of dwarves/infrastructure/anything to building a gigantic useless mound the same size as your fortress every time you play. The current stone doesn't drop everywhere and it has uses. I'm not sure what the rubble is supposed to be adding to the game.
Toady, your recent Dev Updates seem to including language and at times, ideas, from the FotF. How much, if any is the FotF being an influence on Improved Hauling? Or are just using our language to help convey what you two are currently working on?
I've been reading it and the other active minecart/hauling threads. Most of the stuff I've been doing has been kicking around a while, or was already up on the dev page, but I've also put in good ideas as they've come up. I can answer further if you have more specifics.