Senso, thanks for hosting the wiki by the way. I remember back when the game was released in August reading the thread where you said you'd set one up (I don't recall if it was SA or PA or maybe someplace else), and I was like, wow, cool! Yeah, I'd also prefer to keep things ad-clean. It's 'free money', sure, but there's the clutter and off-mission feel of it as well (although AdSense doesn't seem so bad, compared to popups and blaring sirens and your speakers yelling "CONGRATULATIONS! YOU WON A DVD PLAYER!" and stuff). And yeah, I'll make sure to mention it to you if I need to try ads to make ends meet later on, rather than just letting B12 slide. Thanks.
I'll have to see how to have refuse and chasm designations interact. The current system is a little cumbersome. Setting up something like defaults and also the custom stockpile interface over the pits might not be bad in the long run.
As I've said on a much older thread, I'm never going to charge for this or any other game. Having to deal with irate customers and having to worry about piracy would make (the rest of) my hair fall out. As it stands, I'm really only beholden to myself and the game, and everybody that wants to drop by can enjoy it while it's here. Hopefully that will be a very long time. I've been writing games for 20 years, and I'm not going anywhere as long as I can pay for it.
edit:
It'll take a bit of work to get stockpiles on bridges. Buildings still can't stack in one map square.
There isn't a top to the mountain right now, but I'm thinking about how to set it up. Having a vertical cliff face all the time isn't interesting.
The current aqueduct is in a sense a bridge with walls. So once you've got rewall, you'd be able to combine bridges (or constructed floors) with walls to get the desired effect. If rewall doesn't make it in, you can carve it out a passageway at a higher Z level.
[ April 24, 2007: Message edited by: Toady One ]