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Author Topic: Realistic Mining Suggestion  (Read 44075 times)

Manveru Taurënér

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Re: Realistic Mining Suggestion
« Reply #270 on: May 05, 2014, 06:57:46 pm »

Yeah, hauling of course would have to be changed somewhat. I tend to assume things like that in my head but then forget to write them out. With more miners I meant that as to include the dwarves hauling the rock, imagining something like mining teams where they'd take turns breaking up rock and hauling it, making sure the ones hauling don't scurry off elsewhere if there's any dead time and vice versa. but stay with the job as long as there's either actual mining or hauling to be done.

With this kind of system the hauling should be considered part of the mining job and be carried out by the miners. You'd have to assign more miners, but it'd make it easier to seperate your workforce properly so you don't have random dwarves running the minecarts but the ones you actually want doing it, and they could have their job priorities set accordingly to make sure they stick to it and keep it flowing.
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GavJ

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Re: Realistic Mining Suggestion
« Reply #271 on: May 05, 2014, 08:39:21 pm »

Quote
... yeah, I can't think of a way to make this work unless each  in-game day took a lot longer and everything but movement speed was slowed down, which would be kind of infuriating.
Gravel = a semi fluid, with 7/7 etc. (only flows to 2/7 before stopping)

So you can dig a few tiles in while it flows back behind you, before you need to clear it out, because you could walk on 3/7 or lower, for instance.  But you can't just dig forever without clearing out the backlog. Compromise between the systems you are describing.
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Cauliflower Labs – Geologically realistic world generator devblog

Dwarf fortress in 50 words: You start with seven alcoholic, manic-depressive dwarves. You build a fortress in the wilderness where EVERYTHING tries to kill you, including your own dwarves. Usually, your chief imports are immigrants, beer, and optimism. Your chief exports are misery, limestone violins, forest fires, elf tallow soap, and carved kitten bone.

GavJ

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Re: Realistic Mining Suggestion
« Reply #272 on: May 05, 2014, 08:42:00 pm »

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flammable gas; when it's found, say goodbye to your miner
Except almost everybody just uses copper picks, and copper doesn't spark. ;)

In real life, when there's a gas main leak or similar, they bring in bronze tools to work on it.
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Cauliflower Labs – Geologically realistic world generator devblog

Dwarf fortress in 50 words: You start with seven alcoholic, manic-depressive dwarves. You build a fortress in the wilderness where EVERYTHING tries to kill you, including your own dwarves. Usually, your chief imports are immigrants, beer, and optimism. Your chief exports are misery, limestone violins, forest fires, elf tallow soap, and carved kitten bone.

MDFification

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Re: Realistic Mining Suggestion
« Reply #273 on: May 05, 2014, 08:50:42 pm »

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flammable gas; when it's found, say goodbye to your miner
Except almost everybody just uses copper picks, and copper doesn't spark. ;)

In real life, when there's a gas main leak or similar, they bring in bronze tools to work on it.

I was referring to the torches the dwarves are carrying along as a light source once that's implemented. Sorry, that wasn't clear at all.
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Bumber

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Re: Realistic Mining Suggestion
« Reply #274 on: May 06, 2014, 07:58:42 am »

I was referring to the torches the dwarves are carrying along as a light source once that's implemented. Sorry, that wasn't clear at all.
They'd probably be using lanterns (for realism,) and those are enclosed.
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Putnam

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Re: Realistic Mining Suggestion
« Reply #275 on: May 07, 2014, 05:49:15 pm »

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you can just hide all the gravel (or have it set to auto-hide)
1) Nitpick: It needs to not be produced at all. Hidden things hurt FPS still.

Why does opening the caverns tend to cause FPS drops?

Draco18s

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Re: Realistic Mining Suggestion
« Reply #276 on: May 07, 2014, 06:27:11 pm »

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you can just hide all the gravel (or have it set to auto-hide)
1) Nitpick: It needs to not be produced at all. Hidden things hurt FPS still.
Why does opening the caverns tend to cause FPS drops?

Pathing.  All the Stuff down there now has a path into your fortress, or thinks it might.
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coobuddy

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Re: Realistic Mining Suggestion
« Reply #277 on: May 10, 2014, 05:43:50 pm »

those waste products should be used for construction purposes. gravel and junk rock should be required for building layered roads like the Romans or for use in building foundations, of course also concrete. sawdust for paper products plywood etc. tinder kits for exploring hunting parties or part of military survival kits.
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GavJ

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Re: Realistic Mining Suggestion
« Reply #278 on: May 10, 2014, 07:31:43 pm »

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sawdust for paper products
Paper was not in significantly wide usage in the 14th century (Toady's target time period for technology if I remember correctly). They would be using papyrus or vellum for the necromancer books and whatnot.
It was (barely) invented, and was in experimental use in one or two specific places, though. So if you wanted to stretch things, maybe.

Since skins aren't currently used in the game though, vellum industry would be just as meaningful at using DF waste products. Might as well be time period appropriate and still give uses to objects at the same time.

Papyrus would be cool too as at least one thing you'd NEED above ground crops for. Above ground crops don't get enough love...

Quote
plywood
This one is much further off. By about 500+ years.  MAYBE some REALLY fancy woodworkers in the 14th century may have put some, like, 1/2" thick "veneer" onto the outside of furniture for nobility or whatever to make it look a bit nicer. I can't speak to that. But in terms of a prefab material made in bulk and not designed per-piece, not until 19th century at the earliest.
« Last Edit: May 10, 2014, 07:34:28 pm by GavJ »
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Cauliflower Labs – Geologically realistic world generator devblog

Dwarf fortress in 50 words: You start with seven alcoholic, manic-depressive dwarves. You build a fortress in the wilderness where EVERYTHING tries to kill you, including your own dwarves. Usually, your chief imports are immigrants, beer, and optimism. Your chief exports are misery, limestone violins, forest fires, elf tallow soap, and carved kitten bone.

coobuddy

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Re: Realistic Mining Suggestion
« Reply #279 on: May 11, 2014, 10:56:52 pm »

but dat road doe
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Ramaraunt

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Re: Realistic Mining Suggestion
« Reply #280 on: May 12, 2014, 10:04:45 pm »

You do realize that 20 seconds = 1 day, right?
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The moment you realize that there is no iron.

Putnam

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Re: Realistic Mining Suggestion
« Reply #281 on: May 12, 2014, 10:13:15 pm »

You do realize that 20 seconds = 1 day, right?

12 seconds. A day is 1200 ticks, which at 100 FPS is 12 seconds.
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